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Returning 35 results for 'catch deep'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the
choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.
Chokers tend to set their ambushes alone, rather than working in concert, but where one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
Monsters
Icewind Dale: Rime of the Frostmaiden
free to catch the weapon.The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless
they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They
Monsters
Icewind Dale: Rime of the Frostmaiden
they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the
abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become—the
Backgrounds
Ghosts of Saltmarsh
fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to
work. (Any)
D6
BOND
1
I lost something important in the deep sea, and I intend to find it.
2
Someone else’s greed destroyed my livelihood, and I will be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Cracked Ceiling Stirges. A 5-foot-wide, 30-foot-long, 45-foot-deep crack has opened in the middle of the 30-foot-high ceiling, spilling rubble onto the floor. Twenty stirges roost at the top of
creatures that make too much noise or shine light up at them. Bugbears come here occasionally to catch and kill stirges for food.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ogres The characters hear loud, deep voices and spot 1d4 + 1 ogres from a safe distance away. The big dummies are lost and trying to find their way home, whether that is Grudd Haug (see chapter 5
, “Den of the Hill Giants”) or some other location. The characters catch them in the middle of a loud argument about which direction they should go, and can easily avoid the ogres or take them by surprise
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
chest that protrudes from the wall.
Poison Needle Trap. If the chest is examined closely, the viewer will note that it is hinged on the bottom so as to allow the lid to swing down if a catch on the top
is pressed. The catch has an easily seen poison needle trap—the needle sticks 3 inches out of the wall—and the needle can be avoided easily by pressing the catch with the pommel of a dagger. Disabling
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the tunnels leading to area 5.
Carvings. Abstract carvings cover the walls, and chiseled bits of stone lie scattered across the floor.
If the characters catch him by surprise or greet him with
hostility, Gravillok retreats to area 13 while shouting out to his family in Giant, “Invasion! Arm yourselves! We’re under attack!” Gravillok’s deep bellow echoes throughout the level. To the best of his
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Death from the Deep As soon as the sun sets, the drowned ones begin their underwater trek from the Pit of Hatred to the shores of Firewatch Island. They arrive at the island about an hour after
bay, you catch movement from the corner of your eye along the beach — a dark humanoid form standing silently in the surf. You are positive it wasn’t there a moment ago. With the next crashing breaker
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the
deep inside the crevice where it hides, beyond the reach of most normal weapons. Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Day’s Catch When the adventurers come within an hour’s travel of Sloobludop, they encounter a party of eight kuo-toa led by a kuo-toa monitor. The fish-folk immediately attack, but their tactics
show that they are attempting to capture the characters. The kuo-toa leave any fallen opponents unconscious at 0 hit points, intending to bring them back to Sloobludop as live offerings to the Deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a successful DC 10 Dexterity check. Characters who enter quietly can try to catch the kenku by surprise. If the characters knock before entering or announce their arrival in some other way, the
interrogation, they repeat the following phrases: In a deep voice with an orcish accent: “Xanathar sends its regards.” In a thin, nasally voice: “Tie up the pretty boy in the back room!” and “Follow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
be reunited with the other adventurers in a later chapter of the adventure when the drow catch up to them. If a player character is permanently slain, think about the ways a player might introduce a
a player character. Drow, dwarf, and deep gnome characters are all easily playable. You can even allow a player to take control of a more unusual NPC until a new character can join the group. This is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
choker’s usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the
choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons. Lone Hunters. Chokers tend to set their ambushes alone, rather than working in concert, but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall, 5-foot-long statue of a giant toad sits beside a 10-foot-square, 50-foot-deep open pit in the southeastern part of the room.
Alcove. An empty alcove to the north contains a teleport trap
embers easily slip through the grasp of mage hand spells and other magical effects, but a creature within reach of the brazier can use an action to try to catch an ember, doing so with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wongo the su-monster found out how Moa had betrayed him, he vowed to catch the jaculi and eat him up. All the while, Unkh the flail snail lived deep under the earth. The noise of the other animals
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. Most are made by bipedal lizards of various sizes. Some are booted prints the size of humans. There are strange ruts in the mud that look like dual-tracked sleds. The ruts are deep enough that the
Player Version Following the Tracks Most of the time, the tracks are easy to follow. However, occasionally the trail runs through very swampy water, and tracking becomes more difficult. In order to catch
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
information from Dalakhar’s corpse if the right questions are asked: Dalakhar stole an artifact called the Stone of Golorr from the lair of a beholder known as Xanathar, in a dungeon deep below the city
help catch a gnome named Dalakhar. Dalakhar had some kind of artifact in his possession which, according to Urstul Floxin, would make them as rich as kings.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard. A death kiss
Immunities lightning
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP) Proficiency Bonus +4
Lightning
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
droplets wherever it goes. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ettercap Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands
set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad’s tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
speaks Abyssal, Common, and Deep Speech. When intruders enter the room, Zalthar stands, draws his sword, and says, “Dezmyr foretold your arrival. I’ve been waiting for you.” He then tries to destroy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that
rains blood droplets wherever it goes. Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
requires special coaxing to wear the band. See that area for more details. Investigating. Once the characters catch their third mascot, a successful DC 16 Intelligence (Arcana or Nature) check
clearings and walkways contain a mixture of nearly impassable, awful-smelling deep bog and thick undergrowth. These areas are difficult terrain if the characters want to explore them, but it’s clear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe
. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper’s choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
appendix B), are likely to be accused of murder. They coldly catch the eye of anyone who passes by, but the City Watch won’t let the characters anywhere near the prisoners. Searching the Dock Ward The
with a peculiar window display: One nearby shop stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Stone Tooth When the characters set forth on their journey, read: As you travel north from the mining town of Blasingdell, you pass through brooding pine forests and deep vales. From where you
stand now, you catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone Tooth. A thin spire of smoke rises from some unseen point high on the hill’s slopes, and you can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, damaging their equipment, insulting them, or showing how ineffectual their attacks are.
5 The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons
dragon, the characters catch an eerie glimpse of another world where one of the dragon’s echoes is active.
19 The dragon has a plan to feign death in case of attack—apparently being buried in a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A character who manages to catch the body finds that it’s an ages-old, rag-clad elf skeleton. 3 A misshapen arch is covered in drooping, metallic, blade-like decorations. The arch was once a portal to
creature is in a deep despair and is indifferent to the characters. Creatures that don’t disturb him can walk past him unimpeded. If one or more characters make themselves known to the giant, he
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deep rain gutters as much as 2 feet wide. Residents of Port Nyanzaru pay little attention to any but the heaviest deluge. Tabaxi minstrels wander the streets, performing for anyone who tosses them a
traditionally include a walled yard or garden. All the city’s water comes from rain, so every building has a cistern or wooden barrels to catch water running off the roof. Every public square is built around a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. You can still see the
beyond the iron fence that surrounds it, you can catch glimpses of the superb shrines, statues, and fountains within. The Heroes’ Garden is the only green space in the city that is open to the public
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. They attack as soon as they see intruders. If the characters arrive through the crack in the east wall (see “Fungi Pit”), they can hide among the fungi and try to catch the duergar by surprise. If the
duergar alchemist from area 8 joins the fight. If the other duergar fall, the alchemist turns invisible and tries to escape. Fungi Pit The pit is 5 feet deep and filled with various kinds of fungi. It is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the end of the following round. During this time, another rider who is mounted alone on a dragonnel can use movement to dive alongside the falling creature and try to catch that creature as an action
mountain of black stone and exposed dragon bones. Fissures riddle this foundation, creating tunnels that extend deep into the rock. Clystran guides his dragonnel close to one of these, a natural






