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Returning 35 results for 'both behind did constructed rites'.
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Monsters
Planescape: Adventures in the Multiverse
the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The decaton makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +7;{"diceNotation
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
Monsters
Planescape: Adventures in the Multiverse
the septon dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting.
Tentacle
identified by their seven flexible limbs.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands
Monsters
Planescape: Adventures in the Multiverse
the nonaton dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting.
Arm. Melee Weapon
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Planescape: Adventures in the Multiverse
octon dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The octon makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
themselves, spinning them in a bludgeoning whirlwind.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully
Monsters
Planescape: Adventures in the Multiverse
hexton dies, its body disintegrates into dust, leaving behind anything it was carrying.
Legendary Resistance (4/Day). If the hexton fails a saving throw, it can choose to succeed instead.Multiattack
which end in powerful pincers.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the
Monsters
Eberron: Rising from the Last War
effects.
Rejuvenation. Illmarrow’s body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10;{"diceNotation":"1d10","rollType":"roll
Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rites. In the center of the west wall is a tattered curtain hanging in an open doorway. Three tall, slender stained-glass windows set into the opposite wall depict figures in white robes with orange
sunrises behind their heads. From north to south, the three stained-glass windows portray Saint Andral, the Morninglord, and Saint Markovia.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bring It to an End The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the mastermind behind all the
conclusion, arriving just as that plan is about to be completed. 5 A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites. 6 An ally
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
themselves, a band of hunters has allied with a family of intelligent giant beavers. These beavers have constructed a dam across the northern stretch of the pass, forming a lake behind the dam. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
an eye patch. It clutches a whip in one bony hand.
Along the east wall are three rusty gates with mold-covered cells beyond them.
Cultists used to perform ghastly rites here. Human prisoners were
appears empty but contains a hidden compartment behind a loose stone in the east wall. A character who takes the Search action and succeeds on a DC 13 Wisdom (Perception) check discovers the loose
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the goddess gazing down on the world, and the trailing motes of light behind it her tears. She is also a goddess of stars and navigation as well as motherhood and reproductive cycles. She is seen as
lights that follow the moon around the sky, are thought to be brought about by the goddess’s joy, sorrow, or both. Milk, a symbol of motherhood, is used in many rites performed by the worshipers of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
of Chult for Orolunga, another ruined city, in the hopes of consulting with a prescient guardian naga believed to dwell there. Exploring the Ruins The ruins that were left behind form a circle. Four
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have an affinity for binding magics. Elemental binding — which is behind airships, the lightning rail
dragonshards can also be used for necromantic rites. Siberys dragonshards fall from the Ring of Siberys, the ring of crystals that encircles the world. While rare in Khorvaire, there are significant Siberys
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Library behind a locked or secret door. Research: Helpful Lore. When you issue the Research order to this facility, you commission the facility’s hireling to search the Archive for helpful lore. The work
(Religion) check you make when you take the Study action to recall lore about deities, rites and prayers, hierarchies, holy symbols, and the practices of secret cults. Enlarging the Facility. You can
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
succeeds on a DC 15 Intelligence (Religion) check discerns that these materials describe various rites practiced by Orcus worshipers. Ghostly Librarian. The spectral figure in the alcove is the Ghost of
advises them to search for secret doors behind every statue, claiming there are “secret vaults throughout.” Melindra doesn’t know how to find peace in the afterlife. A character who takes the Study
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
energy cells, and the like. The controls that operate the antimagic field are set into a wall and completely hidden behind a pile of junk. More piles of junk hide the monastery’s treasure, including
that wires lead from the journal into another pile of junk, behind which stands the canister of the final brain in a jar. If the journal is removed from this area, has its wires cut, or is opened
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
eventual experimental subjects. They attempt to look like Mack Francache, Seodra the gemsmith, or anyone else they’ve seen pass through the cell area in order to escape. 10f. This cell is sealed off behind a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
admire Andrella and enjoy her goodhearted mentorship.
Rumors
“A dastardly bandit, Pral, accosts travelers along the trail. Apparently he’s quite handsome; I’m sure he’ll look even better behind
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L3. Hall of Knowledge This grand wooden building is constructed around ancient stone walls of a structure forgotten by time. Its red-lacquered double door, which is locked, bears a carving of a lotus
the characters explore the area, read: You hear a faint moan nearby, from behind the rows of practice dummies. A dwarf suspended from thick ropes, stripped to their undergarments, hangs limply in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
something that led to the downfall of its creators or inhabitants 56–58 Dug as a burrow by a monster that might still live inside 59–61 Entrance concealed behind a waterfall 62–64 Floating on the sea 65
crystal formations 85–87 On an island in an underground sea 88–90 On the back of a Gargantuan creature 91–93 Originally constructed as a mine but abandoned when tunnels connected to dangerous Underdark
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Seasons Four holy sites, corresponding to the four seasons, stand in or near the polis and serve as temples—primarily for the rites of Karametra and Nylea, but also to the other gods to an extent. These
. The four nexuses are each distinct in their own ways. Spring Nexus. Associated with Karametra, the Spring Nexus is located in a lavish garden just behind her temple in the city of Setessa. A large
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stygian Maze This area’s foyer is carved from glistening obsidian. An austere, fanged man in a high-collared cloak sits at an intricately carved desk, next to which is a simple stone doorway. Behind
the desk, a floor-to-ceiling window overlooks a stone maze shrouded in fog.
The man behind the desk is the maze’s pit master, the vampire Kaylan Renaudon (see the “Casino Pit Masters” section
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Noteworthy Sites Ribcage consists of five districts clustered around the Citadel of Cinders. Buildings are constructed from iron or hewn from sharp stones, with size and ornamentation varying by wealth and
. The heat from the glowing lava fall behind the bar keeps drink orders coming. Loose-lipped nobles regularly spill secrets and rumors to Sparax, who always keeps one antenna to the ground. Citadel of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of power shifts toward the surface and into human hands. The city is descended from the citadel of Sundbarr, a stronghold of Delzoun constructed two thousand years ago around a strange volcanic rift
undercity barricaded themselves in the Everfire caverns, and waited. When the orc warlord Hartusk left only a token garrison behind in the city to slow pursuers, the dwarves emerged from below and set about
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
) check, a character perceives a section of the wall rattling in the wind, discovering a wooden door that was hidden behind a pile of rocks. H2: Teocín’s Quarters A makeshift wooden door blocks the
knowledge she gleans from unholy rites. If Teocín is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notes—dozens of filthy
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
like to keep their dark schemes and vile indulgences behind closed doors. Amid the twisted streets and quiet mansions of West Wall stand scores of stone monuments dedicated to important figures and
upward, crafting streets of magically calcified strands of spider silk from the cavern floor to the vaulted roof above. Hollow, cocoon-like dwellings are constructed both above and below the layers of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
hidden behind a secret door. The room’s walls climb 10 feet, then angle inward to form a pyramidal cap with a 30-foot-high apex. Stacked in the middle of the room are one hundred forty zurkhwood barrels
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
for heating the room, contains ash and charcoal. The lumber in the corner fuels the kettle. If the characters search through the lumber, they find the guards’ weapon hoard hidden behind it: five
meditation and study room before the abbey burned. The clerics still perform what few rites and ceremonies they can, given the circumstances. The furnishings were salvaged from the rubble. A character
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen
rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
promontory 87–90 On an island 91–95 Underwater 96–00 Roll on the Exotic Location table Exotic Location d20 Location 1 Among the branches of a tree 2 Around a geyser 3 Behind a waterfall 4 Buried
control the dungeon and conduct their rites there. Tomb. Tombs are magnets for treasure hunters, as well as monsters that hunger for the bones of the dead. Treasure Vault. Built to protect powerful
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ch’gakare and Ghom are recounted to her, wise Shagambi concludes that the hall was constructed to present similar challenges. Golden Mastodon When the characters first enter the room, the 10-foot-high
belongings are left behind, and all remaining devils in the room disappear in clouds of smoke. Ch’gakare When the last devil is defeated or when the party strikes a deal with the erinyes, the mastodon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above or below) that one, arranged according to alignment, with the Outlands
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this lost dwarven city.
Four kenku occupy the gatehouse structure, hidden behind the arrow slits. They don’t reveal themselves to the characters unless the characters discover and attack them through
lane behind the hall, searching through the rubble for treasure. As the characters near the lane, the kenku hide and attempt to frighten the party away with ghostly sounds from the gloom. A7. Plaza of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
ward, moving constantly to evade Sigil’s enforcers. Heralds of Dust. The Heralds of Dust are Sigil’s undertakers. They conduct funerary rites for creatures from all places, ensuring their souls pass to
swill peddled throughout the Hive, Beatrice keeps a selection of top-shelf liquors in a chilled demiplane behind the bar for scoundrels with coin to spare: Beverages available at the Bottle and Jug
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
work for nothing, wasn’t it?” A character who has a passive Perception score of 16 or higher notices the secret door behind the strongbox. A character who searches the room carefully and who makes a






