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Returning 35 results for 'both before dance complex remain'.
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Ancient Red Dragon
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Monsters
Basic Rules (2014)
horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.A Red Dragon’s Lair
Red dragons lair in high mountains or
control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Adult Red Dragon
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Monsters
Basic Rules (2014)
spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.A Red Dragon’s Lair
Red dragons lair in high mountains or hills
.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against
one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Geryon
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Monsters
Mordenkainen’s Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.
Cold, Fire, PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Geryon (Summoner Variant)
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Monsters
Mordenkainen’s Tome of Foes
of his choice within 600 feet of him. The minotaur;minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3
ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils and minotaur slaves he
Monsters
Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
nearest unoccupied space.
Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Tabaxi
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.
Compulsive Dance. The dragon targets a creature it can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
; (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them.Geryon can take 3 legendary actions, choosing from the options below. Only one
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
Monsters
Storm King's Thunder
beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.
Klauthen Vale is a narrow, winding valley in the mountains west of Mirabar. Thanks to ancient and powerful magic, the
heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sapphire Dragons A sapphire dragon’s flight once inspired a courting dance in a certain kingdom that shall remain nameless. Embarrassingly, it is still performed to this day.
-Fizban
Use the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ancestors’ Danse House Anyone in the city can provide directions to the Ancestors’ Danse House, and the characters find it easily. The structure is a combination mausoleum and dance hall, a place
space is filled with dancing people, but other figures stand along the sides, vigorously debating.
The Blue leads you to a nearly seven-foot-tall figure draped in a complex arrangement of robes and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. By hiring skilled merrenoloth pilots to navigate the river, a demon lord can transport an invasion force of enormous size. Mimicking a complex dance, the two sides shift their attacks and trade
The Great Dance We measure ourselves by those we fight, and my company faces the greatest threat to the cosmos.
— Veritus Wrath, commander, Flawless Execution
The battle lines in the Blood War
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
for the archlich. When an adventurer dies in the complex, Rerak traps their soul using foul magic and shunts it to the gems embedded in the false lich’s eyes. The souls remain in the false lich’s eyes
Features of the Tomb Unless otherwise stated, the areas of the complex have the following features. Ceilings, Doors, Floors, and Walls The ceilings, floors, and walls of the complex are constructed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Tomb of Diderius The Tomb of Diderius and its magic pool are hidden within a complex of chambers carved into a towering cliff. Originally part of the manse the wizard Diderius built around the
mystical divination pool, the complex was converted to a crypt only after his death. The crypt looks down over the ruins of the town that grew up around the magic pool to cater to those who came seeking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
1 foot per hour until the tunnels are completely flooded. However, chipping away at any of the cracks causes more of the ceiling to collapse, doubling the amount of water pouring into the complex but
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tomb of Diderius The Tomb of Diderius and its magic pool are hidden within a complex of chambers carved into a towering cliff. Originally part of the manse the wizard Diderius built around the
mystical divination pool, the complex was converted to a crypt only after his death. The crypt looks down over the ruins of the town that grew up around the magic pool to cater to those who came seeking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar, who has turned the forlorn settlement into a haven for its criminal organization. (The beholder inhabits a dungeon complex under Skullport that is described in Waterdeep: Dragon Heist.) Few folk
have permanent residences in the Port of Shadow, and most of the local businesses are presently shut down. The people who do remain in business pay Xanathar for protection. Adventurers can find food
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
3. Sea Hag Coven In this cave, strategically separated from the rest of the complex, a coven of three sea hags carry out their own gruesome plans in alongside those of their anchorite allies
Neverwinter. Nana Pocktuss likes to dance. If any of the characters can play music or dance themselves, Nana Pocktuss appreciates a grand old hoedown to shake the rust (and maggots) out of her old joints
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
Orc
Legacy
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Species
Volo's Guide to Monsters
dance to any tune.
— Volo
To feel the thunder of orcish war drums outside the gate and to hear a chorus of voices growling, “Gruumsh!” is the nightmare of every civilized place in
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Citadel encompasses one hundred acres. Within its defensive walls and strategic bastions lies a complex of beautifully designed marble quarters and pavilions, arranged between courtyards, baths
, ponds, and gardens. Bas-reliefs adorn the buildings, depicting the history, heroes, and legends of the kingdom, some of which remain mysteries to the wisest scholars. The central domed court houses the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
they impact Djaynai. Travelers occasionally come to Djaynai to learn the Lightsea Lancers’ ways, as their heroics, dance-like martial arts, and knowledge of transmutation magic are renowned throughout
the land above. To keep such lore safe, ancestral Janyans built structures in hidden reaches, like the Trench of Love Lost, to archive sacred wisdom before it was lost. Eventually, though, such archives faded from memory. Profound Djaynaian secrets remain hidden in the deep, awaiting rekindling.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventure locations, such as a haunted house on the outskirts of town or a dungeon complex tucked in the nearby hills. Alexandre Honoré A time of sorrow can bring people together and even launch an
setting, start small by detailing only this starting area. The rest of your setting can remain undeveloped for now. Don’t spend too much time fleshing out the geopolitical landscape of your world or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
central pivots — opening a door creates two gaps about 3 feet wide. No locks remain operable, but the cultists secure some doors with a hasp-and-pin closure. Characters can force open such doors with a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stonework of their city. The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. In the passages, the walls slope together unevenly to meet at an angle
. No original locks remain operable, but the cultists secure some doors with a hasp-and-pin mechanism. A door closed in this way can be forced with a successful DC 15 Strength check. Light. The glow of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
intruders, two of them travel through the secret tunnel to alert the guards in area 4 and join their hunt. The other two remain here to watch for additional foes descending the stairs, but head out in
mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving here for the barracks (area 6). Spending 2 charges causes them to instead head into the temple complex to search
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M10. Shadow Theater Rows of tiered seating fill the back half of this theater, and motes of dust float and dance above the ancient upholstery. The seats face a stone stage flanked by wooden
destroyed in chapter 1, it is one of the eleven shadows here, all of which are invisible while they remain hidden in the normal shadows being cast by the wooden silhouettes. One of the shadows, larger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Features The water cultists are busy repairing Rivergard, but parts of the complex remain inaccessible. For example, the upper floors of the north tower and the water tower are filled with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
area 31. 20 2 armored ogre The ogres remain here to watch over the prisoners. 21 1 fire giant The fire giant heads to area 20 if the wheel stops turning and raises the portcullis to area 22 if it






