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Returning 26 results for 'both before dwarves carrion resist'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player
Backgrounds
Tomb of Annihilation
original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a
century old.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them to work. The dwarves proved to be able slaves, but the elder brain saw within them another kind of usefulness. The dwarves’ innate ability to resist the effects of harmful substances such as poison
Hammerthorn
The conflict began in ages past, when the world was new. Almost all the dwarves were more than content to make their homes inside the mountains and hills that were filled with ore and other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the fiends of the Demon Wastes. Humans from the Carrion Tribes of the wastes sometimes hear the call of Kalok Shash and join the Ghaash’kala, leading to a significant population of half-orcs there
. The Jhorash’tar orcs are a perpetual threat in and around the Ironroot Mountains, shaped by their resentment of the Mror dwarves who drove them underground. These orcs are isolated from humans, so half
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
carrion crawlers, giant beetles, or clans of kobolds. But ultimately these mundane caverns follow the laws of nature. There’s another aspect to Khyber: go deep enough and you find a seemingly endless
where you began. The Mror Holds demonstrate this mystery. Over the past century, the dwarves discovered a vast subterranean kingdom within the Ironroot Mountains. Most of these halls rest in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
[Tooltip Not Found]
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Hrakhamar Nearby volcanic eruptions forced the dwarves to abandon Hrakhamar (map 2.9). They always intended to reoccupy and reactivate the forge when it was deemed safe, but that day never came
. Firenewts moved in and put the forge to work crafting armor and weapons for themselves. A small group of albino dwarves lurks in the jungle nearby and keeps watch on the forge, but their numbers are too
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
6 Woolly rhinoceros
7 Saber-toothed tiger
8 Wolf
Battlehammer Dwarves The shield dwarves of Clan Battlehammer have iron mines throughout the
dwarves also have backpacks to hold their bedrolls, mess kits, and rations. They carry fishing tackle or miner’s picks, as appropriate. The dwarves are heading home with a sleigh loaded with rock
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and
. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Traps The Obstacle Course is replete with mechanical and magical traps. Two recurring types are described below. Covered Pits Melairkyn dwarves built these pits, and Halaster keeps them in working
it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duergar Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke
poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous, are the races of
creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
brother, who was killed by the Spider. Gundren’s other brother, Nundro, is the Spider’s prisoner in area W20. The dwarves’ supplies are potentially useful but not particularly valuable. Open Pit. A tunnel
(Perception) check. Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of cold coals stands near the middle of the room. The bones of a half-dozen dwarves
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
raven’s feet as offerings. At dusk, giant ravens gather to feast on the remains. After devouring the carrion, the giant ravens perch on timber roosts and squawk at one another until nightfall, when they
the area. Deep in the Starmetal Hills, a group of dwarves devoted to Marthammor Duin (the dwarven god of explorers, travelers, and outcasts) established the village of Twilight Tor, on the shores of a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
themselves across the floor using oversized face-tentacles. The fourth is a lumbering monstrosity made of stitched-together parts from goblins, dwarves, and reindeer.
The three gnome squidlings (Rin, Rix
manacles once held a pair of carrion crawlers and a bulette, all of which the gnome ceremorphs released after the crash. The characters met the carrion crawlers on the way to the ship; they meet the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
!”
Ideal. “The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.”
Bond. “The beautiful Pollenella—a vision in stripes.”
Flaw. “I cannot resist a pretty face
: THITHER
Skabatha Nightshade encountered this small ghoul while collecting grave dust in a cemetery on the Material Plane. The hag brought Sowpig to Loomlurch and fed her bowls of carrion. Sowpig
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
breeze!”
Ideal. “The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.”
Bond. “The beautiful Pollenella—a vision in stripes.”
Flaw. “I cannot resist a pretty
3: THITHER
Skabatha Nightshade encountered this small ghoul while collecting grave dust in a cemetery on the Material Plane. The hag brought Sowpig to Loomlurch and fed her bowls of carrion. Sowpig
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
who used this chamber didn’t only spar with each other; they also tested their prowess against three suits of magically animated plate armor sized for dwarves. These constructs still stand ready to
“disgorges its young to feed.” He speaks like a deluded prophet and encourages the characters to feed the smallest among them to his gemmule. If the characters resist or threaten them, Falfark and the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ten-Towns is composed mostly of humans and dwarves, with the humans outnumbering the dwarves roughly twenty to one. In times of great peril, the leaders of Ten-Towns, known as town speakers, meet at
the young remorhaz bursts out of the snow and ice nearby. Iron Road Once a prominent thoroughfare built by the dwarves of Besilmer, the Iron Road remains one of the few visible relics of that bygone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
dwarves chained to the floor and forced to labor making weapons. Four of them are dwarf commoners intent only on escaping if they are released, but the fifth is a veteran who volunteers to stay with the
three miles below the stronghold in a small pond. 23. Cavern of the Carrion Crawlers In the northern end of the cavern complex, two sinkholes lead down to an even larger area where a number of carrion
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gets its name from the thousands who died in the flood. Travelers on the High Road, which skirts the Mere to the east, must resist the urge to be lured into the swamp by bobbing will-o’-wisps
to make ice slides. There is no shortage of stone and weaponry. Even the docks have battlements and fortifications. Visitors to Mirabar often wonder why they don’t see more dwarves, as humans make up
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
well above the water so that the dwarves who built this level could move large boats and barges freely up and down the canal. C7. Reaver Barracks This old chamber has been furnished with six plain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of them.”
Flaw: “I can’t resist taking risks to feed my ambitions.”
Lifferlas Huge Plant, Unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d12 + 14)
Speed 20 ft.
STR
19 (+4
. He considers it the solemn duty of all dwarves to cave in their skulls!
Ideal: “It is incumbent upon every dwarf to forge a legacy.”
Bond: “I stand for Clan Foehammer and all dwarvenkind.”
Flaw: “I never run from a fight, especially if it involves killing orcs or giants.”
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
city and a bastion of the empire of Delzoun, this dwarven stronghold stood abandoned for centuries beneath the mountains. Recently, an army of shield dwarves led by Bruenor Battlehammer reclaimed it
Drow of House Xorlarrin infiltrate Gauntlgrym through secret passageways of which not even the dwarves are aware. Bearing an iron flask given to them by the great fire giant chief Duke Zalto, they
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
nor occupants. Trophy Heads. The trophy heads are as follows, from north to south: West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin East wall: brown bear, lion, shark
characters do not cooperate and resist attempts to take them into custody, their mission ends in failure. The queen immediately orders her followers to hunt down and kill or capture the party — the chance
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
(worth 25 gp). 36. Goblin Bandits Three rooms in the northern part of the fortress serve as living quarters for goblin bandits. All have the same characteristics. The stench, garbage, and carrion here are
information makes little sense, even to most dwarves, the case and the parchment can fetch up to 100 gp if sold in a dwarven community.
38. Goblin Pantry The north and south walls of this chamber are






