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Returning 35 results for 'cause chambers when'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik
kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a
warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These
kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility.
8
A
A deep dragon lair might share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus
Species
Guildmasters’ Guide to Ravnica
structures.
Relentlessly Loyal
Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining
’s resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
7
Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
Adult White Dragon
Legacy
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Monsters
Basic Rules (2014)
":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from
breath.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in
Ancient White Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"bludgeoning"} bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from
freezing breath.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.
Lair Actions
On initiative count 20 (losing initiative ties
), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row.
Zuggtmoy causes four gas spore;gas spores or violet fungus;violet fungi
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the
to take lair actions. On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:
The morkoth uses its Hypnosis action, originating
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Caverns Umber hulks bored the tunnels that connect this level of Undermountain to the levels above and below. The stone giants don’t like the damage that the umber hulks cause and scare them off
as best they can. Unless otherwise noted, all chambers on this level are rough-hewn (not naturally formed) and have 30-foot-high ceilings. Wider passages are 20 feet tall — ideal for the 18-foot-tall
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out inside their rubbery
, fibrous stalks. Lair Actions On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises
where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Sharper Weapons. Although they can feed on carrion
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
outside. As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers (area C2
knight to their cause, the characters must have read his journals and learned of his hatred for Zariel. Otherwise, he tries to annihilate them for their impudence. Olanthius is willing to reveal the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the simulation chambers for signs of sabotage. A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Perception) check notices an odd-shaped metallic plate crudely jammed into the
walls of one of the chambers. A search of the other chamber reveals an identical object, with each bearing a jagged sigil carved into it. A detect magic spell reveals powerful magic emanating from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
stronghold, typically a series of chambers dug out beneath a mountain or inside a hill. The stronghold is a haven from the chaos of the outside world, allowing the dwarves to toil in peace. The first
outer precincts of a clan’s home are plain and functional, decorated minimally or not at all, to give visitors and those passing nearby no reason to suspect what lies in the deeper chambers. From what
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carved with unerring precision, their ceilings soaring scores of feet overhead. Towering statues of dwarven gods and heroes stood vigil over chambers and thoroughfares, the least of which was wide
chambers. Lights in many parts of the city are dimmed somewhat during the nighttime hours, so that its residents can mark the passage of time on the surface world. In the lower reaches, around the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
) or thunderwave (an area of thunder damage) has a 25 percent chance to cause a ceiling collapse within the spell’s area, dealing 16 (3d10) bludgeoning damage to creatures in the area. This collapse
rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chambers have been hollowed out from within their rubbery, fibrous stalks. Lair Actions On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
encompasses fiendish inventiveness and a drive to devise new tools for their mad cause. They are masters of fire and forge, taking captives to work in their infernal foundries. Fire cultists see conquest
reckless attacks with no regard for their own lives, seeking to cause as much damage as possible before falling. They are fearless and would rather die fighting among a mob of enemies than retreat a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement
throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
structures. Relentlessly Loyal Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the
chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons often translate them into titles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Pain and Pleasure T’rissa Auvryndar has converted these temple barracks into torture chambers. The screams of the drow in areas 7d and 7e echo throughout this space. 7a. Entryway This room is
Auvryndar stands at the far end of the table, gripping a pair of ropes that cause the barrel to tilt and disgorge water when they are pulled.
Sylkress is convinced that Narizmar has pledged his loyalty to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doors are set high enough that opening them doesn’t cause sewage to flow into adjoining areas. B4. Rusty Iron Door A door made of rusted iron is set into the wall above a dry, 1-foot-wide stone ledge
once two separate chambers. Stone stairs climb to a bricked-up doorway. (The door once led to an alley behind an old tavern.) Secret Door. The secret door to area B3 is easily spotted from this side
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. The machinations among elves, medusas, kraul, and other creatures rarely bring any significant improvement to the lives of the swarm’s countless members, but often cause disruption and occasionally
sewer chambers, and luminescent spores float through the air to shed an otherworldly light on the moss-covered masonry. Entering Golgari territory feels like stepping into a secret world of dangerous
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cause enough for concern). That member then offers to escort them through the complex, convincing other members of the Scaly Eye to not attack the characters and pointing out other hazards.
Scaly
believe there is an outside force affecting the dragon. She begs the characters to find the source and destroy it or use magic to heal the dragon’s mind. B4. Scaly Eye Chambers Scaly Eye members eat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Hardbuckler don’t have cause to use them very often, these weapons usually discourage the bandits, raiders, and occasional orc bands that would lay claim to Hardbuckler’s wealth. The town eschews the sort
food in such an establishment is odd — a great deal of mushrooms, potatoes, turnips, dense lichens, and stews made of shrews and voles — but filling and tasty in its own way. The chambers in these
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
debate within the infernal courts. No one is certain whether Asmodeus had some secret cause to dismiss the archdevil or whether he is testing Geryon’s allegiance for some greater purpose. Malbolge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
. Poorly armed and disorganized subjects of a tyrant revolt. Invaders. A militaristic nation invades its benevolent neighbors. Pawns in a Game. A war rages on for decades, its original cause all but
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below: The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
chambers that tunnel deep beneath the surface. A typical clan’s settlement features stout walls and a sturdy gate, inside which are living quarters, community areas, and a well-protected treasure
kingdoms in the North and the Heartlands, becoming the shield dwarves. Those who remained became the gold dwarves. Gold dwarf scholars point to Abbathor as the cause of this division, claiming that the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
the infernal courts. No one is certain whether Asmodeus had some secret cause to dismiss the archdevil or whether he is testing Geryon’s allegiance for some greater purpose. Malbolge Malbolge, the sixth
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
intellectual offerings, the Last Academies are dangerous places full of unstable magic and unchecked egos. Here, wild experiments cause frequent chaos and destruction, covered up by administrations
investigating the Free Warriors, or who wish to join its cause, can seek out Liberax Volt. If they prove their trustworthiness, the rebellion leader reveals himself. He might assign the characters tasks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Order of the Gauntlet hopes to expand its influence in the region by joining the Knights to its cause. In the western Sumber Hills, the order has little political influence. It hopes to correct this
chambers. The Black Network disguises its ownership of the inn to avoid unwanted attention. The organization also has a vested interest in maintaining the prosperity of Yartar. Minor Factions A number of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
precious or dangerous—are showcased in an exhibition hall just inside the Armory. Doom Lords. Beyond the forge lie four heavily guarded chambers, each containing a portal to a fortress on the edge of one
. Known to few and hidden within the casino are the Platinum Rooms, a collection of demiplanar chambers where interplanar fat cats wager ancient artifacts, trapped souls, and the fates of entire worlds






