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Returning 35 results for 'brutally both diffusing curving remains'.
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Monsters
Candlekeep Mysteries
charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. A scar cuts across his handsome face, curving from the top of his left
and eliminate agents of tyranny.
As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ascertain their intentions. She fled, presuming that her two comrades were dead. Gruesome Remains When the party gets within 5 miles of Dumathoin’s Gulch, they discover signs that local wildlife has been
or skinned; they were just slaughtered brutally and without cause. Characters who succeed on DC 15 Wisdom (Perception) or Intelligence (Nature) check notice a single chipmunk watching the party from a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ascertain their intentions. She fled, presuming that her two comrades were dead. Gruesome Remains When the party gets within 5 miles of Dumathoin’s Gulch, they discover signs that local wildlife has been
or skinned; they were just slaughtered brutally and without cause. Characters who succeed on DC 15 Wisdom (Perception) or Intelligence (Nature) check notice a single chipmunk watching the party from a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ascertain their intentions. She fled, presuming that her two comrades were dead. Gruesome Remains When the party gets within 5 miles of Dumathoin’s Gulch, they discover signs that local wildlife has been
or skinned; they were just slaughtered brutally and without cause. Characters who succeed on DC 15 Wisdom (Perception) or Intelligence (Nature) check notice a single chipmunk watching the party from a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
known as the Beast Lord. Malar’s goal is to assume dominance over the forest—particularly the area around the Pool of Eternal Spring—and his agents have been hard at work brutally killing animals of all
’ presence. The berserkers fight to the death until one remains. That warrior tries to retreat to the south, hoping to alert the cult members gathered at the pool (see below).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
known as the Beast Lord. Malar’s goal is to assume dominance over the forest—particularly the area around the Pool of Eternal Spring—and his agents have been hard at work brutally killing animals of all
’ presence. The berserkers fight to the death until one remains. That warrior tries to retreat to the south, hoping to alert the cult members gathered at the pool (see below).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
known as the Beast Lord. Malar’s goal is to assume dominance over the forest—particularly the area around the Pool of Eternal Spring—and his agents have been hard at work brutally killing animals of all
’ presence. The berserkers fight to the death until one remains. That warrior tries to retreat to the south, hoping to alert the cult members gathered at the pool (see below).
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-goat creature in robes sprawls ten feet to the north. It grips a staff tipped with a bronze goat’s head.
The curving corridor forms a perfect circle, imbued with magical gravity that keeps creatures
remains reveals that he was killed by wounds from axes and crossbow bolts. Devlin’s ink-stained robes contain a journal that hints at the tomb’s mysteries (see “Devlin’s Journal” below). A search of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-goat creature in robes sprawls ten feet to the north. It grips a staff tipped with a bronze goat’s head.
The curving corridor forms a perfect circle, imbued with magical gravity that keeps creatures
remains reveals that he was killed by wounds from axes and crossbow bolts. Devlin’s ink-stained robes contain a journal that hints at the tomb’s mysteries (see “Devlin’s Journal” below). A search of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-goat creature in robes sprawls ten feet to the north. It grips a staff tipped with a bronze goat’s head.
The curving corridor forms a perfect circle, imbued with magical gravity that keeps creatures
remains reveals that he was killed by wounds from axes and crossbow bolts. Devlin’s ink-stained robes contain a journal that hints at the tomb’s mysteries (see “Devlin’s Journal” below). A search of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber.
The gnolls often take food supplies from slaughtered travelers headed to and from Ten-Towns. These supplies are brought here to be consumed. All that remains are the containers used to
captured him almost by accident. He ventured into the chasm a few days ago and brutally attacked any gnoll he encountered. One gnoll climbed atop the cage to get away from him. As the berserker started
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber.
The gnolls often take food supplies from slaughtered travelers headed to and from Ten-Towns. These supplies are brought here to be consumed. All that remains are the containers used to
captured him almost by accident. He ventured into the chasm a few days ago and brutally attacked any gnoll he encountered. One gnoll climbed atop the cage to get away from him. As the berserker started
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber.
The gnolls often take food supplies from slaughtered travelers headed to and from Ten-Towns. These supplies are brought here to be consumed. All that remains are the containers used to
captured him almost by accident. He ventured into the chasm a few days ago and brutally attacked any gnoll he encountered. One gnoll climbed atop the cage to get away from him. As the berserker started
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
: Hermitage Second Floor View Player Version 16. Junk Room Bundles, barrels, and boxes are piled haphazardly across this tower room. A narrow path leads through the clutter to a staircase curving along the
postern entrance from the grotto, allowing the garrison to fire arrows or hurl rocks at invaders. It remains an excellent defensive position. The door from the open battlement into the corridor that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
: Hermitage Second Floor View Player Version 16. Junk Room Bundles, barrels, and boxes are piled haphazardly across this tower room. A narrow path leads through the clutter to a staircase curving along the
postern entrance from the grotto, allowing the garrison to fire arrows or hurl rocks at invaders. It remains an excellent defensive position. The door from the open battlement into the corridor that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
: Hermitage Second Floor View Player Version 16. Junk Room Bundles, barrels, and boxes are piled haphazardly across this tower room. A narrow path leads through the clutter to a staircase curving along the
postern entrance from the grotto, allowing the garrison to fire arrows or hurl rocks at invaders. It remains an excellent defensive position. The door from the open battlement into the corridor that
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
repeatedly tries to pick up a sword from the remains on the floor, failing every time. She doesn’t notice the characters until she’s addressed directly, at which point she shares the following information
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
repeatedly tries to pick up a sword from the remains on the floor, failing every time. She doesn’t notice the characters until she’s addressed directly, at which point she shares the following information
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
repeatedly tries to pick up a sword from the remains on the floor, failing every time. She doesn’t notice the characters until she’s addressed directly, at which point she shares the following information
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that opens up through the crumbling wall of the antechamber is illuminated by a single brazier. At the end of the passage, a set of curving stone stairs descends farther down into darkness.
If the
reading through the lore here learn any information they might have missed about the murders at Yellowcrest Manor. Additionally, one journal reveals that Viallis placed the cremated remains of his wife
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature
builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
mosaics of tentacles flank a set of black marble doors in the south wall. Reliefs of long, curving fangs line the arc of the door frame.
The double doors push open to reveal an underwater passage to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hall has a row of pillars on either side, supporting elegant arches and framing colorful frescoes on the east and west walls. Rubble from the remains of immense stone doors lies to the north. A smaller
Zumzn in the northwest chamber. Sarcophagi. The sarcophagus in the southwest holds the remains of Kh’krai, and the one in the southeast holds the remains of Suthket. They were buried with honor despite
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hall has a row of pillars on either side, supporting elegant arches and framing colorful frescoes on the east and west walls. Rubble from the remains of immense stone doors lies to the north. A smaller
Zumzn in the northwest chamber. Sarcophagi. The sarcophagus in the southwest holds the remains of Kh’krai, and the one in the southeast holds the remains of Suthket. They were buried with honor despite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a
a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature
builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a
a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
mosaics of tentacles flank a set of black marble doors in the south wall. Reliefs of long, curving fangs line the arc of the door frame.
The double doors push open to reveal an underwater passage to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
mosaics of tentacles flank a set of black marble doors in the south wall. Reliefs of long, curving fangs line the arc of the door frame.
The double doors push open to reveal an underwater passage to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hall has a row of pillars on either side, supporting elegant arches and framing colorful frescoes on the east and west walls. Rubble from the remains of immense stone doors lies to the north. A smaller
Zumzn in the northwest chamber. Sarcophagi. The sarcophagus in the southwest holds the remains of Kh’krai, and the one in the southeast holds the remains of Suthket. They were buried with honor despite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a
a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a creature
builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study action, a creature can examine the section of floor that forms the pressure plate






