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Returning 35 results for 'both before death connect roughly'.
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Monsters
Bigby Presents: Glory of the Giants
Death Burst. When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw
or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death Burst", "rollDamageType":"cold"} cold damage.Multiattack. The rime hulk makes two Slam attacks.
Slam. Melee Weapon
Monsters
Spelljammer: Adventures in Space
, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The
. Killing a leech while it is attached to the ship is dangerous, because the trauma of its death can be felt by the ship’s spelljammer, who is weakened and incapacitated by the shock.Attach to Hull
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Magic Items
Lost Laboratory of Kwalish
advantage on death saving throws.
The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell
not make death saving throws, but the armor takes control of the creature (as above). Additionally, the armor attempts to assume the identity of the user, assuring their allies that nothing is amiss
Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Drawbridge The drawbridge is lowered when the party first arrives. It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to winch mechanisms
reveals that most of the tracks (made by several dozen fleeing villagers) lead north. A successful check also reveals smaller humanoid tracks (made by roughly a dozen goblins) heading from the north
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Introduction: Infinite Doors to Adventure The multiverse is everything known and everything beyond. Encompassing worlds planes, life, and death, the multiverse’s infinite infinities brim with wonder
that connect every edge of eternity. Those who seek the wonders of the planes take their first step into the endless possibilities of a Planescape campaign. Max Dunbar Sigil and the Outlands with Gate-Towns
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
when you must. Loyal to Your Clan. Challenge your peers as you like in times of peace, but when blades unsheathe for war, you stand by your clan—or those allies you have bonded with—until death. This
glory. The Dhakaani were renowned for their martial skill and their discipline. Muut roughly translates to “duty”—your duty to your empire, your clan, and your commander. Muut is expected; if you have
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cards. A Glyph Card is a ceramic tile roughly the size of a playing card, engraved with an asterisk-shaped glyph and inlaid with blue crystal. The glyph on the card matches the glyph on the Starglass
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
you must. Loyal to Your Clan. While you may challenge your peers in times of peace, when blades are drawn you stand by your clan—or those allies you have bonded with—until death. Note that the
people can reclaim this lost glory. The Dhakaani were renowned for their martial skill, but also for their discipline. Muut roughly translates to “duty”—your duty to your empire, your clan, your commander
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Past and Present The Rock traces its roots back to roughly 170 years ago, when the eponymous Captain Bral established a pirate refuge here. The asteroid became a haven for thieves and cutthroats, and
among them a few merchants and entrepreneurs set up shop. Even in a climate of lawlessness, the place evolved into something resembling a settlement of citizens. After Captain Bral’s death, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Birth of the Poleis The end of the Age of Trax corresponds roughly with the rise of the fourth and latest generation of gods, whose interests lie in the application of more abstract principles to the
other for control over the region and that only their eventual death paved the way for the peace that allowed the new polis of Meletis to flourish. The truth is that they ruled Meletis peacefully
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
rest in Death House Move through a haunted doorway (marked on map 5.1) Only one haunted zone manifests at a time. As long as at least one creature is in a haunted zone, any other creatures that enter a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Death from the Deep As soon as the sun sets, the drowned ones begin their underwater trek from the Pit of Hatred to the shores of Firewatch Island. They arrive at the island about an hour after
scenarios. Both offer roughly the same challenge but provide different experiences for the players and characters. Choose the experience you think your players will enjoy the most, or create your own
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
position to connect area L5 to the chambers north of the orb. Map 7.6 shows the alternate configuration of the Labyrinth of Eyes once the characters rotate it to connect areas L4 and L5. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure, designed to collapse under the weight of any creature
expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime
, poison
Condition Immunities exhaustion, poisoned
Senses passive Perception 9
Languages Aquan, Giant
Challenge 5 (1,800 XP) Proficiency Bonus +3
Death Burst. When the rime hulk dies, it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, with a matching burial site situated in the middle of a large necropolis full of open graves, tilted headstones worn bare of inscriptions, and plundered mausoleums. The necropolis, which is roughly
a curse prevents them from leaving the place. Characters who defeat these creatures are free to continue their exploration of the Shadowfell, having survived their first brush with death in this ghastly realm.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
where islanders’ souls went after death. Some of these souls transcended into ninunos—dryad-like spirits of the land who serve as stewards to the gods and resided in the surrounding lands. Colonizing
connect many of the region’s islands. Travelers are common, and the most traveled skybridges hold small communities where they can rest and resupply. Legend holds that the bones of enormous bakunawa
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Asmodeus The Lord of the Ninth, The Cloven, Old Hoof and Horn Open worship of Asmodeus began roughly a century ago when small cults with charismatic leaders sprang up in the aftermath of the
everyone. Those who serve Asmodeus in life hope to be summoned out of the moaning masses of the Fugue Plane after death. They yearn for the chance to master their own fates, with all of eternity to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
tombs containing interment niches or urns, or a combination of all such sites honoring the dead. These places often include a shrine to the god of death, which is home to the graveyard’s priests
gold or other valuables, and the priests could act as financial advisors and executors of estates, since wealth and death go hand in hand in Theros. At night, the restless dead might walk through the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Three Packs Three factions of awakened animals seek to control Faunel. These factions are roughly divided into predators, flying creatures, and herbivores. Razak or the locals at Camp Greenbriar
Faunel where sapient animals overcome their instincts and live communally. If the characters converse with her, she shares the following information: She’s saddened to hear about Oka’s death but
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Kingdom of Galifar and holds sway over most of Khorvaire—except for Thrane, which favors the Church of the Silver Flame. Other religions connect specific cultures or communities; the kalashtar
Passion, revenge War Winged wyrm with woman’s head and arms The Keeper Death, greed Death Dragonshard in the shape of a fang or dracolich The Mockery Betrayal, bloodshed Trickery, War Five blood-spattered
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
7. Grand Staircase A grand chamber opens ahead, fifty feet across and plunging down into darkness below. A stone balcony winds around the walls to connect four archways. Other balcony levels are
west wall of the balcony on level 4. (Give the players a copy of handout 20 in appendix E.) It reads as follows: Death to fire, dine or drown, precious air, and falling sand.
The army sleeps in silence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Coffers. Rows of dusty niches line the walls. Roughly half of the niches contain small wooden coffers.
The stove was given a semblance of life through an animate objects spell made permanent by a
a crushed black pearl worth 500 gp (circle of death) 7 A pouch of soot and a pouch of salt (comprehend languages) 8 Three shards of pale white crystal (cone of cold) 9 A small clay pot filled with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
crescent moon (roughly the first week of each month, when a sliver of moon lingers in the early evening) are sacred to Pharika and are thought to be an auspicious time to harvest medicinal plants
mortal realm. Selfishly, the medusas each kept secrets for themselves, using these as currency to bargain with mortals. Angered that her children would hoard any of her secrets, Pharika cursed them, so that they could never after behold their own reflections without risking death.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain shirt, helm, and big boots. He carries a shield on his left arm and a battleaxe in his right hand. The statue has clearly been broken into, roughly, the head and upper torso, lower torso, and
curiosity.” The cultists then attack, fighting to the death. Three hang back and shoot at spellcasters, concentrating fire on one foe at a time. The other three advance to tie up the rest of the party in melee.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in the City of Spiders, the drow aren’t so extravagant that they do away with every captive they take. At the same time, they are masters of punishment — it is fear of pain, not fear of death, that
(“Great Pillar Cavern”), because of Narbondel, the giant rock pillar at the vault’s center that joins floor and ceiling. The cavern is roughly shaped like an arrowhead, with the pool of Donigarten at its
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The shell is affixed to the ship by a glue-like substance
the leeches off the hull rather than attack them with weapons. Killing a leech while it is attached to the ship is dangerous, because the trauma of its death can be felt by the ship’s spelljammer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the chair. Pneumatic Tubes. The tubes connect to various other locations in Dweomercore and in Muiral’s Gauntlet (level 10). From left to right, the tubes are labeled with their destinations
antimagic field, cloudkill, circle of death, delayed blast fireball, ice storm, legend lore, scrying, and symbol.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and posts supporting a rectangular slab roughly four feet wide and six feet high.
The water here is roughly 30 feet wide and 2 feet deep. Though the river can be easily forded, the shallow waters
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
roughly divided into three levels, and the combination of quarter and level defines a ward. Thus, wards include Lower Dura, Upper Central, and Middle Menthis. This distinction gives a general sense of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see “Skabatha’s Ring of Keys” earlier in the chapter). Three balconies overlooking the garden connect to areas area L8, area L9, and L12, respectively. The balcony outside area L9 is only 5 feet above
an executioner’s hood must succeed on a DC 12 Constitution saving throw or fall into a cataleptic state that is indistinguishable from death. This magical effect is identical to that of the feign death
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
present only as an image through which she can sense and communicate. She goes on as follows. “Many Red Wizards chafe under the rule of Szass Tam. Once, Thay was a land of learning and power. Now, death
righteousness colored by fatalism. Her belief is that death is better than being raised as another of Szass Tam’s undead servants. With the characters, she is honest and forthright, as well as cynical
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Paths of Escape Despite the inexorable pull of Erebos’s lash, even death itself can end—or at least be forestalled. Simply walking out the way one entered isn’t an option—Athreos refuses to ferry
souls back across the Tartyx. Other pathways that connect the Underworld and the living world are guarded by vicious creatures. Still, there are a few means by which a dead soul can return to life






