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Returning 23 results for 'carved clinging were'.
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Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
when the orcs stormed the mines. The dead still lie where they fell. Many tunnels intersect at this natural, thirty-foot-high cavern. The walls are carved with simple reliefs showing dwarf and gnome
brass lanterns stand in niches or on ledges around the cavern, but none are lit.
Clinging to the ceiling like bats are ten stirges. The monsters find scant living prey in the mines, and they are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
12. Sea Cave Sea water rushes in and out of this damp cave, crashing against the walls and filling the cave with a cold spray. Clinging to the wall beyond the door is a semicircular stone balcony
. Near the back of the cave hangs a sagging bridge made of frayed ropes and wooden planks, Between them, carved into the north wall midway between the balcony and the bridge, is a narrow open window
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Ghaunadaur Shrine Intelligent Oozes. Clinging to the 20-foot-high ceiling are three intelligent black puddings that were once drow worshipers of Ghaunadaur (see “Intelligent Black Puddings
. Staring out from it is a 1-foot-diameter purple disk inscribed with a black, glaring eye. Looming behind the altar is a 9-foot-tall statue carved in the form of an amorphous, forward-lurching pillar
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
24. Shrine of Umberlee Rising up from the floor of this damp, dark cave is a grotesque, ten-foot-tall statue of a sea monster with glistening eyes and tentacles. A raised stone basin, its base carved
. Characters who approach the statue see a creature clinging to the ceiling behind it: Clinging to the ceiling behind the statue is a nine-foot-long slug with glistening black skin and tentacles sprouting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
Elevation markers on
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall of the temple is carved with a towering bas-relief of a mountain. Lashed to the mountain with sticky webs is a struggling and gagged male drow with sacks of spider eggs clinging to his body
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sculpted relief shows a monkey-like creature tearing into a giant serpent. Cuneiform inscriptions are carved above and below the relief. Four masks of painted stone protrude from the walls; they depict
entrance corridors in area 12A as four su-monsters (see appendix D) are teleported into the room, clinging to the statue like startled children to a protective parent. The su-monsters leap down and attack
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effects are ascribed to the archlich in this adventure. Skeleton Keys To unlock the final gate to the Soulmonger, the adventurers must acquire five skeleton keys — each the carved skull of an animated
its skull and bones remain intact. A skeleton key does not trigger any trap placed in a room or on a door of the tomb. Each skeleton key has a skull that extends into a carved key-like shape. These
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
exhaustion. Characters not actively swimming but simply clinging to something that floats (including the wreckage of a boat or raft) can drift with the current at a speed of 1 mph. Check for creature
on one’s familiarity with its intricate network of caverns, passages, and currents. Experienced navigators know how to find and read ancient duergar runes carved along the Darklake’s tunnels, though
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Sepulchers This corner of the dungeon holds a pair of dusty crypts. 14a. Southern Crypt The door to this room is engraved with a large rune, while the door frame is carved with leering dwarven
and is 7 feet long, 3 feet wide, and 3 feet tall. The contents of the sarcophagi are as follows: The northern sarcophagus contains the moldy bones of a dwarf with corroded bits of armor clinging to it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters search the cave, they find a small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp
kobolds (see appendix C) that are clinging to the underside of the walkway. These kobolds, named Scorp and Thwip, are using saws to weaken the wooden struts so that the walkway will collapse if a creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall near the cages is a wooden dogsled with ice clinging to it.
The two goats were stolen from Caer-Konig, and the duergar plan to eat them. The duergar use the ogre zombie to pull their dogsled
immunity to poison and psychic damage. O6. Commander’s Quarters A stone-carved bed and desk occupy this drab room. Atop the desk are several shards of dark crystal, as well as a crumpled-up piece of paper
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are all missing. (The sail and the rigging disintegrated long ago.)
Characters who search the wreck discover its name carved over the barnacle-encrusted rudder: the Blue Opal. A character who learns
swarms of quippers.
Walls. The damp walls have harmless snails and giant starfish clinging to them.
The marid, Ichthyglug, is swimming in his pool when the characters first arrive. He greets them
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
has the name “Rihuud” carved into its back and its second head is fully formed. If Rihuud is dead, the broken statue turns to dust when the characters touch it. If the characters spared Rihuud’s life, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chamber from the north and disappears under a low stone overhang to the south, and larger passageways exit to the southeast and the northeast.
Creatures. Four stirges are clinging to the chamber walls
. 21. Orc Tunnel Several passages branch away from this large, high-ceilinged cavern. To the north, a carved, square-mouthed tunnel shows that someone has been at work in these caves. A gate of rough
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
carved with images of a full-bodied woman (representations of Chauntea) cradling cornucopias. The gatehouse is a fortress in its own right. Above its tall, thick wooden doors are arrow slits that seem to
for sheep, chickens, turkeys, and pigs. Each field is roughly a half-mile in diameter and enclosed by wooden fences with rearing horses carved into their posts. During the day, shepherds as well as
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
alcoves are carved into the surrounding walls. The back wall of each alcove is painted with a full-body image of a handsome man. Some of the men wear fine clothes; others wear armor. At the feet of each
?”
The woman rises, the shroud of webs clinging to her in a ghastly fashion.
This vampire spawn is an old wife of Strahd’s. Once she realizes that the characters aren’t her husband, Sasha tears away
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
middle one is carved from a solid chunk of obsidian, has four blue dragon skulls affixed to its base, and floats 1 foot above the floor. Characters who succeed on a DC 18 Intelligence (Arcana) or
clinging to its damp walls. The area radiates overlapping auras of conjuration, divination, and evocation magic when scrutinized with a detect magic spell. Over the years, the storm giants have
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
flesh clinging to its bones. The room is otherwise empty. B53: Priests’ Quarters This lived-in room contains three bunk beds and a chest at the foot of each bed. On one bed lies an elf man in bright
rows of pillars, each carved in the likeness of a different past ruler, support the high ceiling of this grand entrance hall. A breathtaking mosaic spans the walls, depicting the rise and fall of an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the east. A triangular symbol is carved into the center of the room’s western wall.
Hellenrae (see chapter 7), the Abbess of Stone, spends much of her daytime here, sparring with her monks or
chamber is obviously an ancient crypt. Niches along the walls hold dozens of old skeletons, some with scraps of burial cloth still clinging to their bones.
Not all the monsters beneath the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
flank the boulevard. Low archways — three on each side — are built into the terrace walls. These archways are in various stages of collapse, as are the tunnels beyond them. Beautifully carved, larger-than
top of the dome has been weakened by time and collapses under the weight of a creature weighing 200 pounds or more. Any creature standing on or clinging to the roof when it collapses falls, taking
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+ 1 gargoyles cling to the outside of it. (The other gargoyles clinging to the tower are inanimate statues.) Living gargoyles swoop down to attack anyone who crosses the gantry approaching the tower
chamber, the frozen corpse of a wizard lies in a pile of rubble. Blue flames flicker from braziers spaced around the room, illuminating a carved inscription on the ceiling.
Six demos magen (see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
year. Ramps carved into the cliffs lead down to the shore, where stone docks protrude into a shallow bay that freezes by late fall and doesn’t thaw until early summer. Fireshear imports most of its food
stone, carved in the shape of a coiled serpent with great wings. The altar represents Elrem, the Great Worm. Here, the tribal warriors make sacrifices to the Great Worm in honor of Uthgar. Doing so






