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Returning 35 results for 'branch before drow couple remove'.
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Magic Items
Out of the Abyss
Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one
other nonmagical process can remove the viscous material until it deteriorates on its own.
The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Screaming Skulls Collapse. The eastern branch of this hallway has collapsed. A search of the rubble yields nothing of value.
Skulls. The western branch contains six large piles of drow skulls
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
climbs gently, becoming a dirt trail through the woods within half a mile. It merges with the Old Svalich Road again after a couple of miles, but not before sprouting a branch that leads to Van
between Vallaki (area N) and Krezk (area S), is generally level. About a quarter mile along the northeast branch, an arching stone bridge crosses the Luna River. The northwest branch of the crossroads
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Residential Caves
Map 6.3: Inner Blingdenstone These caverns branch off into smaller caves serving as hovels for families of svirfneblin. Tunnels lead to secondary chambers that branch out
chased out a family trying to settle within (see area 12a). 12a. Vazuk’s Home Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The characters might have a couple NPC companions around to help them defeat the drow (see “Bidding Farewell”), but if they need more assistance, consider the following options: Having pushed themselves
Stand and Fight If the characters stand and fight, or if the drow catch them, they’re in for a tough battle. Ilvara alone is a challenge for a group of 8th-level characters, and she is accompanied by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dispatched a caravan with enough gold to commission six new warships. It went missing near the Hool Marshes. 2 Drow traders posing as surface elves have been doing business in town. 3 Someone’s sabotaging
fishing boats. It’s those dwarves — they want to take over! 4 The king’s agents have infiltrated town. It’s only a matter of time before they remove the council and replace them with foppish nobles. 5
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is strewn with gnawed bones — the remains of dead dwarves and drow. A circular pit, nine feet deep, holds six captives — two drow and four shield dwarf commoners. These unfortunates were separated
from larger groups (see “Random Encounters” earlier in this chapter) and captured by the troglodytes. Every couple of days, one of them is eaten by the tribe. The captives are filthy and weak; each has
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Wiggan’s cult contacts helped remove a couple of his rivals, and assured him his wealth and influence could only increase as the cult ascended to power. Among the Nettlebees, Wiggan’s secret is known only
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(see “The Nandars of Nightstone” sidebar). 6a. Nandar Crypt and Graveyard Narrow footpaths meander among the graves, most of which are marked with granite headstones. A couple of these markers were
tattered burial shroud of Lord Drezlin Nandar, the village’s founder, who died one year ago. Neither the coffin nor the crypt contains anything of value. If one or more characters remove any of Lord
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on checks to detect the possessor of the stones. The curse lasts until all the stones are given into the safekeeping of a drow worshiper of Lolth or the gems are subject to a remove curse spell.
, resting 3–4 Asha and 1d4 drow are engaged in worship 5–6 The shrine is empty The back half of the chamber, behind the altar, is piled with a semicircle of pillows and cushions. Resting among these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
crafted golden bracelet. To remove the item, a character must either reach into the mouth or attempt to push the bracelet out with another object. Snapping Trap. Disturbing the bracelet in any way
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
instructions to keep an eye on Gadrille to ensure she doesn’t kill all her followers in a fit of mad devotion to Talos. That second-in-command is Sovendahl Erkinze, a drow elite warrior. Sovendahl’s
bodyguards (thugs), numbering one per character, including sidekicks, stay with the drow no matter where he goes. And right now, he isn’t going very far, because he is suffering from a curse. Sovendahl’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
.” Don’t feel bound by an encounter chain. Let the characters’ decisions and actions drive the story. You can change the order in which encounters happen, remove encounters you don’t need, or create new
encounters. You can also modify encounters to suit your tastes. If the characters stray, they might find themselves at a loss for what to do next. You have a couple of easy ways to guide them back on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
players tell you how their characters conduct the search. Depending on where they go, the search could take days. A character mounted on a griffon can complete a city-wide search in a couple of hours. To
the Dock Ward, the nimblewright detector starts to whir when it comes within range of a couple of the ships in port. Dock Ward Distraction Zardoz Zord, owner of the Sea Maidens Faire, has brought his
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(Perception) score of 13 or higher spot the creature. It’s waiting for Kinyel Druu’giir, its “true love,” to emerge from the pavilion. Inside the pavilion are four drow: Sirak Mazelor (a female drow mage and
the chief negotiator of the drow enclave), two female drow elite warriors, and a female drow assassin posing as another elite warrior. The assassin, Kinyel Druu’giir, has Fraz-Urb’luu’s gem on her
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the pile find a suit of +2 studded leather armor, a +2 shortsword, and a bag of holding containing two spell scrolls (remove curse and spider climb), 40 days of rations, and 320 sp. The drow spore
growing around them.
One voice calls out loudly in Undercommon — a female drow fighting to speak. “Please … for your gods of light . . . kill me!” She manages to stir within her living grave, raising
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
meeting with the governor and the city councilors in the main council chamber, but a couple of the knights remained in the castle’s courtyard if the characters wish to meet them. Once the characters
. These Undead knights block the entrance to the castle. They attack anyone who tries to slip past or to remove part of a wight’s disguise. After a wight takes 10 points of damage, its disguise is undermined, revealing the skeletal form below.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of Restoration Caryatids. Supporting the 20-foot-high ceiling are four pillars of white marble, each shaped in the likeness of a stoic female elf in flowing robes with a flowering branch clutched to
is Zarn Kassifax. Petrified Creatures Area Creature(s) 25b 4 bullywugs 25c 3 gricks 25d 2 drow 25e 4 rust monsters 25f 5 troglodytes 25g 6 goats 25i 1 boar 25j 1 constrictor snake 25k 1 kenku 25l
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Shrine of the Horned King Maku, a minotaur shaman, has been busily collecting the remains of slaughtered drow, fallen troglodytes and quaggoths, and unfortunate adventurers in this area. He plans
secret door in the west wall is an 8-foot-square section of stone that pivots on a central axis.
The minotaurs are led by Maku, who has 117 hit points, wears a shawl made of drow entrails, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cliff — requiring a successful DC 15 Strength (Athletics) check — and toss down the ladder, the characters can proceed. Otherwise, they lose a day’s travel finding another route. If the characters remove
the ladder once they are at the top, they decrease the drow pursuit level by 1. Crystal Clusters The adventurers pass through a faerzress-suffused area containing fist-sized chunks of quartz that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
fragment caused the mudslick tower to grow and tip through the natural stone between the gnome enclave and the drow treasure vault. Wedged in the earth this way, the tower is immune to all damage. Without
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Spider Eyes Watch Post The Xanathar Guild claims this corner of the dungeon. Shunn Shurreth, a drow exile favored by the beholder crime lord, commands the forces stationed here. 9a. Trapped Hall
sense intruders approaching. If an intellect devourer’s host is killed, it tries to find another. Shunn Shurreth. A drow priestess of Lolth placed a curse on Shunn and forced him into exile after he
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Edermath Orchard Daran Edermath is a retired drow adventurer. He lives in a tidy little cottage beside an apple orchard that grew wild long ago, and he is working to clear out the underbrush and
ruins known as Old Owl Well. More disturbingly, several prospectors have reported being chased from the area by foul undead. He asks the characters to head to the ruins, a couple of days’ march northeast
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Spore Servants 1–2 1d6 chuul spore servants (see appendix C) 3–4 1d6 drow spore servants 1d6 duergar spore servants (see appendix C for both) 5–6 1d6 drow spore servants (see appendix C) and 1d6
myconid parade. The creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. Casting lesser restoration, greater restoration, remove curse, or similar
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
course. You decide what this looks like: they might follow the wrong branch of a river, orient themselves to the wrong mountain peak on the horizon, or get turned around in the forest. As a baseline
a few hours, a day, or a couple of days to the current stage of the journey), here are some other consequences you can impose if characters fail to overcome or bypass an obstacle: Combat Encounter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall above the door and telepathically alerts the drow mage if it detects intruders in the room.
Shrine. A small shrine dedicated to the demon queen Lolth rests atop a nightstand by the bed.
After
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
secret door that opens only with a key held by the drow high priestess at area 12. Cell 5C. Two noble centaurs imprisoned here are bound for torture and execution. They offer help to any who free them
protection from poison or lesser restoration, can remove the poison from the empyrean’s system. Otherwise, he recovers naturally in 12 hours. If awakened, he helps any party destroy the inhabitants of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
manacles are secured by cotter pins that are easy to remove, but the captives can’t reach them. Manacles can also be broken with a successful DC 20 Strength check. F6. Swift Stream A waterfall gushes
killed by the Emberhorns a couple months ago. As is their custom, the minotaurs roasted the body and hung the remains as a trophy. Reinforcements. Any loud noise in here causes the minotaurs in area F17
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
drow warrior stands behind the desk against one wall. Burning red candles are set about the room in holders made from skeletal hands.
Continual flame spells have been cast on the dozen candles in the
magic (DC 15) on the door before it opens disables this trap, but the elemental can’t be dispelled once it appears. If anyone tampers with the desk or the shelves’ contents, or attempts to remove
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Breathless Cave Giant spiders are seized in death among dead cave lizards, giant bats, a carrion crawler, and a female drow decked in fine chain mail, with ruby-pommeled knives at her hips. No injuries
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E6: Passenger Car A mind flayer in a beige coat kneels beside a body in the aisle of this passenger car. Three curious onlookers—a cambion, a drow, and bronze dwarf with flames for hair—poke their
his cabin (the one marked “a” on map 11.2), which Vern shares with a monodrone valet that answers to the name Higglesworth. Ethlynn Stalaczic (neutral, drow mage) is a friendly, somewhat gullible
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
around its neck tethers it in place. The agitated creature twists in frustration, its tail lashing.
Behind the lizard lie a couple of iron chests.
Creature. The cavern holds the troglodytes’ secret
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
branch off into the gloom. Ahead, a stairway leads up to the second floor, and a door stands beneath the stairs, seemingly leading to the back yard.
Dim light filters in through the dust-covered
the village’s anguish at so many victims. The mayor recounts the rescue efforts in the following days, and how they had to stop the search due to fears of more cave-ins if they attempted to remove any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the creature can’t benefit from natural healing until the curse is removed with a remove curse spell or similar magic. Forgotten Forest The Forgotten Forest has long been the domain of fey creatures and
, ousting drow squatters and sending them scurrying back into the Underdark. Bruenor now sits on Gauntlgrym’s throne as king. The “heart” of Gauntlgrym is its legendary forge, within which is trapped a






