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Returning 32 results for 'both branches diffusing crypt reclusive'.
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both branches diffusing crypt recluse
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Vampire Spawn
Legacy
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Monsters
Basic Rules (2014)
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any
of the following effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
Shadows cast within 500 feet
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault
effects:
There's a noticeable increase in the populations of bats, rats, and wolves in the region.
Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny
Monsters
Waterdeep: Dungeon of the Mad Mage
its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's
stems and branches become twisted and thorny.
Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
A creeping fog clings to the ground within 500 feet of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
cultists’ belongings. Each contains 5 GP, a few worthless personal effects, and a Cultist's Robe (see appendix A), which the characters can also take from cultists defeated here. G7: Crypt Damp
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
cultists’ belongings. Each contains 5 GP, a few worthless personal effects, and a Cultist's Robe (see appendix A), which the characters can also take from cultists defeated here. G7: Crypt Damp
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
cultists’ belongings. Each contains 5 GP, a few worthless personal effects, and a Cultist's Robe (see appendix A), which the characters can also take from cultists defeated here. G7: Crypt Damp
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-great castle. The forests of the Shadowfell hold sinister-looking trees, their branches reaching out to snare travelers’ cloaks, and their roots coiling to trip those who pass by. Shadow dragons and
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-great castle. The forests of the Shadowfell hold sinister-looking trees, their branches reaching out to snare travelers’ cloaks, and their roots coiling to trip those who pass by. Shadow dragons and
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-great castle. The forests of the Shadowfell hold sinister-looking trees, their branches reaching out to snare travelers’ cloaks, and their roots coiling to trip those who pass by. Shadow dragons and
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lights flit between the branches, and at the center of the glade stands a towering banyan tree wrapped in sickly looking vines. A path winds through the glade but disappears when you try to focus
that explains that the combination for the crypt doors (area T25) is the word “die” in Draconic T20a–T20b: Void Closets These two storage closets are identical. The door to each room is locked. As an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Flame Tongue sword of their choice; this process takes 1d4 days. The giant doesn’t know the location of the Lost Caverns but suspects other local inhabitants might. Gnome Vale A small track branches off
from a main road toward a narrow canyon. The canyon widens into a small, secluded vale with meadows dotted with spring-fed ponds and stands of trees. The valley is home to a reclusive community of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Flame Tongue sword of their choice; this process takes 1d4 days. The giant doesn’t know the location of the Lost Caverns but suspects other local inhabitants might. Gnome Vale A small track branches off
from a main road toward a narrow canyon. The canyon widens into a small, secluded vale with meadows dotted with spring-fed ponds and stands of trees. The valley is home to a reclusive community of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lights flit between the branches, and at the center of the glade stands a towering banyan tree wrapped in sickly looking vines. A path winds through the glade but disappears when you try to focus
that explains that the combination for the crypt doors (area T25) is the word “die” in Draconic T20a–T20b: Void Closets These two storage closets are identical. The door to each room is locked. As an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lights flit between the branches, and at the center of the glade stands a towering banyan tree wrapped in sickly looking vines. A path winds through the glade but disappears when you try to focus
that explains that the combination for the crypt doors (area T25) is the word “die” in Draconic T20a–T20b: Void Closets These two storage closets are identical. The door to each room is locked. As an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Flame Tongue sword of their choice; this process takes 1d4 days. The giant doesn’t know the location of the Lost Caverns but suspects other local inhabitants might. Gnome Vale A small track branches off
from a main road toward a narrow canyon. The canyon widens into a small, secluded vale with meadows dotted with spring-fed ponds and stands of trees. The valley is home to a reclusive community of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the
reveal a tunnel leading to area G32. G32: Eastern Maze Characters who have darkvision or a light source can see the following: Branches in the tunnel ahead suggest you’re entering some sort of maze. You
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the
reveal a tunnel leading to area G32. G32: Eastern Maze Characters who have darkvision or a light source can see the following: Branches in the tunnel ahead suggest you’re entering some sort of maze. You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
these hill giants by surprise. An inn and saloon called the Black Bull’s Tail stands at the intersection where the road branches. Two more hill giants have ripped through the inn’s facade and destroyed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the
reveal a tunnel leading to area G32. G32: Eastern Maze Characters who have darkvision or a light source can see the following: Branches in the tunnel ahead suggest you’re entering some sort of maze. You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
these hill giants by surprise. An inn and saloon called the Black Bull’s Tail stands at the intersection where the road branches. Two more hill giants have ripped through the inn’s facade and destroyed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reclusive and secretive, yet they are interested to hear what’s afoot in Waterdeep, for they suspect the Margaster family is plotting to attack the fortress and reclaim its ancestral holding. Travelers are
these hill giants by surprise. An inn and saloon called the Black Bull’s Tail stands at the intersection where the road branches. Two more hill giants have ripped through the inn’s facade and destroyed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Well” section). Coldwood Branches of the Icespear River emerge from the heart of the Coldwood, trickling south toward the Silver Marches. The Glimmerwood is so frigid that the ground is covered with
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Well” section). Coldwood Branches of the Icespear River emerge from the heart of the Coldwood, trickling south toward the Silver Marches. The Glimmerwood is so frigid that the ground is covered with
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Well” section). Coldwood Branches of the Icespear River emerge from the heart of the Coldwood, trickling south toward the Silver Marches. The Glimmerwood is so frigid that the ground is covered with
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Secret Door. The northernmost end of this hallway displays a fresco of a leafless tree that has lidless eyes embedded in its branches. Pressing a specific eye causes a door-shaped section of the wall to
magical sensor that allows one of the apprentice wizards in area X16 to monitor this corridor (see area X2 for more information). X33. Crypt of Xanathars Past This room contains the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Secret Door. The northernmost end of this hallway displays a fresco of a leafless tree that has lidless eyes embedded in its branches. Pressing a specific eye causes a door-shaped section of the wall to
magical sensor that allows one of the apprentice wizards in area X16 to monitor this corridor (see area X2 for more information). X33. Crypt of Xanathars Past This room contains the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Secret Door. The northernmost end of this hallway displays a fresco of a leafless tree that has lidless eyes embedded in its branches. Pressing a specific eye causes a door-shaped section of the wall to
magical sensor that allows one of the apprentice wizards in area X16 to monitor this corridor (see area X2 for more information). X33. Crypt of Xanathars Past This room contains the following






