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Returning 35 results for 'both beast diffusing connects resting'.
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Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
. As with the door leading into this area, “SAFE” is scribed on the wall in chalk in case anyone became lost or disoriented. Trolls The well here connects to the reservoir that feeds the fountain in the
, the trolls attack in the middle of the night if the party uses this area for resting. As on the plaza, the trolls flee down the well if badly injured.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. As with the door leading into this area, “SAFE” is scribed on the wall in chalk in case anyone became lost or disoriented. Trolls The well here connects to the reservoir that feeds the fountain in the
, the trolls attack in the middle of the night if the party uses this area for resting. As on the plaza, the trolls flee down the well if badly injured.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Stockyard Five tents stand in the middle of this muddy yard, surrounding a campfire. Ten orcs of the Iceshield clan are gathered here, five around the fire and another five resting in the tents
pens have simple gates built into them. Each pen contains one or more wooden food troughs. Use the goat for the sheep, with the following changes: It is a Small beast with 3 (1d6) hit points. Its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mound Entrance When the characters move to the barrow entrance, read the following: Tall monoliths line the earthen corridor that connects the barrow’s entrance to the burial chamber far within. Motes
within the burial chamber at the end of the hall, except vague details of the stone bier and the Elk beast altar at the bier’s head. Burial Chamber When the characters can see the burial chamber better
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cleaner and less crowded than those near street level. A narrow wooden bridge connects the upper levels above the press and noise of the street. 2. Executioner’s Run The road through the Old City splits
will survive, which will die, how far runners will get before a beast brings them down, and how many kills each animal will rack up. A handful of Chultans have become celebrities by surviving
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
captured beast as a subject for the priest’s medical experiments. Many healing pools are in remote locations that are difficult to reach, such as hot springs at the top of a volcano or tidal pools on a
due to the priest’s experiments.
9 Kill or capture an escaped beast monstrously transformed by the priest’s experiments.
10 Retrieve materials needed to create a cure for a disease and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Urban Beast Friends d10 Beast
1 Rat
2 Pigeon
3 Skunk
4 Crow
5 Raccoon
6 Possum
7 Snake
8 Toad
9 Giant beetle
10 Lizard
No Weapons
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
treasures and more ships resting on the ocean floor than sailing its surface. However characters contend with the depths and whatever they might seek, consider using the possibilities on the Underwater
first dolphin.
2 Recover the treasure of a hero long ago devoured by a sea beast.
3 Carry a coastal city’s gifts and diplomatic messages to an underwater community.
4 Calm a kraken
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dining room. E10. Private Dining Room The mounted head of a displacer beast hangs on the east wall near a small armoire to inspire this area’s name: the Displacer Beast Room. E11. Large Guest Room
pouch containing 66 gp and 49 sp, which Oshalla uses to pay for food and shelter. Resting against the south wall is a small wooden chest that contains a shrine to Sekolah, the shark god worshiped by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 25 Strength (Athletics) check. The room contains the following: Drow. Rizzeryl the drow mage sits on a chair in the southwest corner while resting in a trance. If he hears someone coming
Dwarvish: “Meet me on the Lost Level. Find my twin in Slitherswamp.” A detect magic spell reveals an aura of conjuration magic around the key, which opens a magic gate that connects levels 6 and 8 of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ stone branches serve as the balcony’s railings.
Archdruid and Friends. Wyllow is here, attended by Crissann, her displacer beast companion, and Halastree, her awakened tree usher. Wyllow wears a
the start of the chapter. The archdruid is friendly toward visitors who have done nothing to anger her. The displacer beast and the awakened tree fight to the death to defend her. Characters who do
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on Artus’s palm, points north. Cast
-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and
the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Beast Dens Bones are piled against the western walls of this cavern, forming low mounds.
Creatures. Two adult displacer beasts dwell here with three reduced-threat displacer beasts (see “Reduced
are difficult terrain. White Gates. The northern exit from this area has a white gate that connects with the Culling Pens. The opening to the east has a white gate that leads to the Forest of Death
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
formed gingwatzim to assume two other forms, allowing it to duplicate a specific object and a tiny beast. As an object, a gingwatzim can hide in plain sight. As a common beast, it can move about without
. The trunks are lined with lead to ensure that the locate object spell cannot be used to find their contents: Trunk 1 contains Nidalia’s desiccated heart, wrapped in a black silk cloth and resting atop
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
forces. Dungeon State. The nature of this area means the gargoyles can’t be permanently slain. White Gates. A white gate lies in the corridor to the north that connects with the Hatchery. Another white
corridor that connects with the Hall of Necromancy. Hall of Obedience The Red Wizards use the magic of the Hall of Obedience to create zealous followers. 29. Conditioning Court Doors surround a central
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
blocks) take meals here. They glance up at anyone who enters the room, but they pay no attention to characters dressed as Dragon Army troops. If a fight breaks out here, the soldiers resting in area O8
mosaics that have crumbled with age.
This parlor serves as a barracks for Dragon Army troops not on patrol. Eight Dragon Army soldiers (see appendix B) are resting here. If they haven’t been alerted
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
skeleton 4 Toppled jar of ashes 5 A wight that won’t stop crying 6 Skeleton of an unidentifiable Beast 7 A black pudding 8 Gouged stone and a Humanoid skeleton with worn-down finger bones 9 Perfectly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
tiefling says. “I’m Colcook, your concierge. If there’s anything I can do to make your stay more comfortable, please let me know.”
The portal from Fortune’s Wheel connects to the hollow skull of a dead
are unaware they’re being watched. Roll on the Dungeon Scenes table to determine what scene a crystal is depicting at any given time. Dungeon Scenes d4 Scene 1 A beast with the body of a turtle and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
. The corridor that leads east to area 22 in the Hatchery contains a white gate. Another white gate is situated in the southern passage that connects with area 21 in the Hatchery. Hatchery Thayans
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
will” of the lich-queen. G19: Antechamber of Unearthly Delights A fresco here depicts a gentle scene of a githyanki with a red dragon, resting in a green landscape with abundant plant growth. The
githyanki holds a flower in her hand. A column of shimmering air connects large shafts in the floor and ceiling.
The Astral lift, which passes through this chamber, is described in “Garden Features.” The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Tomb Locations The following locations in Xeluan’s tomb are keyed to map 9.2. Map 9.2: DM’s Map View Player Version X1: Main Entrance A 200-foot-long, excavated tunnel connects the citadel ruins to
connects to a wooden trapdoor in the ceiling. A burbling fountain protrudes from the wall east of the garden.
A narrow hallway leads north, and from the southeast corner of the room, a wider
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. A slope made of rubble connects this room to the white tower’s basement (area V14) 20 feet above. V14: Flooded Basement Several inches of standing water cover the floor of these ruined rooms. Rubble
force open the door, doing so with a successful DC 24 Strength (Athletics) check. The circular staircase connects to area V17, which is 30 feet above. V17: White Tower Ruins The walls and floor here are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling here is 10 feet high. The room contains the following features: Psipods. Resting in iron brackets along the curved walls are fifteen coffin-sized bronze cylinders with lids of transparent crystal
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the illithids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others
monstrous, suggesting a hulking beast with a crown of horns. With your bloody glaive, you carve a swath through a forest of towering zurkhwood mushrooms that stands in your way. The tunnels beyond
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
latch to open it. Well. The well is 10 feet wide and 100 feet deep. The water it once held drained out after an earthquake, and the now-dry passage deep below eventually connects to the Underdark. The
frescoes on the walls between exits feature scenes of conquest, each lorded over by a githyanki warrior mounted on an enormous red dragon. A column of shimmering air connects large shafts in the floor and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters (area D7a) and the Durst parents’ bedroom (area D12a
balcony (area D12c). Dumbwaiter. A dumbwaiter in the southwest corner connects to areas D4a and D7a below. Treasure. The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
. You can’t move farther than 30 feet away from the caster of compelled duel by any means, including teleportation. Is the damage dealt by a beast from conjure animals considered magical? The stat
can disintegrate you. What happens if a druid using Wild Shape is reduced to 0 hit points by disintegrate ? Does the druid simply leave beast form? The druid leaves beast form. As usual, any leftover
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
. Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
The secret door leading to area B7 is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
” sidebar. Treasure Characters who search the yakfolk’s hut find a basket containing 800 gp in mixed coinage, and a carved lapis lazuli pipe (worth 25 gp) resting atop a small table next to one magic
to navigate. Spiked to the tunnel floors are rail tracks built for iron carts. To get from one mine level to the next, one must traverse a series of ramps or use the elevator that connects areas 9
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ropes. Level 3. Pterafolk Nest This level is 240 feet above ground. A ladder clinging to the west face of the spire connects this level to the one below. Pterafolk elders inhabit this area. They’ve
resembling a stylized tiger’s face. This is Azaka’s mask of the beast (see appendix C). If she’s with the characters, she claims it immediately.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though, its magic was disrupted. Now the portal connects to the Shadowfell. A character who inspects the portal and succeeds on a DC 14 Intelligence (Arcana) check recognizes the sculpted dragon
time spent in the Shadowfell has linked him to this plane, and he can’t pass through the portal. Undead Beast. As Veriel relays this information, an anhkolox (see appendix B) climbs into view from the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
. This archway connects to area T7 via a hidden doorway. The tunnel beyond the archway is made of obsidian and covered in cobwebs. South Archway. Any creature or object that enters this one-way portal is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
beast pacifying spray (incites rage in any beast exposed to the spray) Wisdom (Animal Handling) or Charisma (Persuasion)
Triceratops action figure (has four or more horns) Intelligence (Nature
to aid the ship is made with disadvantage. Calm the Beast. A tiger being transported on the main deck in a large metal cage is frightened by the storm and trying to escape. Its keeper Bendari (N male






