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Returning 35 results for 'combat walls rin'.
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Monsters
Adventure Atlas: The Mortuary
False Appearance. If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the coffin move or act, that
skitter along steep inclines, walls, and ceilings, and the coffin’s spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden
Monsters
Fizban's Treasury of Dragons
beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz
in the sunlight and watch the waves below.
Entry Tunnel. A long tunnel leads from the outcropping to the heart of the lair.
Decorated Caverns. The walls of the lair are mostly still in their natural
Monsters
Fizban's Treasury of Dragons
the sight of the vast beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures
where the dragon can bask in the sunlight and watch the waves below.
Entry Tunnel. A long tunnel leads from the outcropping to the heart of the lair.
Decorated Caverns. The walls of the lair are
Equipment
Combat
Utility
Whimsy
18
19
20
Though its flavors are many, all bubble gum is rare. It is most commonly found stuck to walls or floors in ruined buildings or stuck to the
Monsters
Mordenkainen's Fiendish Folio Volume 1
creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against
Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack
Adult Deep Dragon
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monsters
Fizban's Treasury of Dragons
of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
network growing near an underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical lair has the following
Orc
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Species
Volo's Guide to Monsters
the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.
Every soldier who lives through a fight
scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
this area. When all the characters have arrived, read the following: The walls of this hexagonal stone chamber are shot through with pale white veins of faintly glowing jade. A bronze double door
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
threatened, the ceremorphs react with deadly intent; otherwise, they shun combat. Roleplaying the Gnome Squidlings The gnome squidlings have a blind hunger for brains that often overrides their common sense
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
easily. Light. The lava tube corridors are dimly lit by lamps or torches hung on the walls at wide intervals. Chambers within the Well of Dragons are brightly lit by lamps unless otherwise noted. Sound
background noise transmitted through the stone. Sounds of combat go unnoticed if a fight is over in 3 rounds or fewer, or if the combat is more than 200 feet away from creatures that might hear it. Especially loud noises, such as a thunderwave spell, are easily heard.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
7: Drone Containment This chamber houses inactive detention drones. Repair bays called rewinding stations line the walls. Each rewinding station, which can hold one detention drone at a time, is a
Large object with AC 11, 40 hit points, and immunity to poison and psychic damage. Once per day, a drone patrol whose service time is almost expired comes here for rewinding. If engaged in combat, these drones have the unconscious condition after 1d4 + 1 rounds.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
by lamps or torches hung on the walls at wide intervals. Chambers within the Well of Dragons are brightly lit by lamps unless otherwise noted. Sound. The sound of the Draakhorn constantly moans
combat go unnoticed if a fight is over in 3 rounds or fewer, or if the combat is more than 200 feet away from creatures that might hear it. Especially loud noises, such as a thunderwave spell, are easily heard.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(two females and two males) prepare a large meal, moving between a pair of roaring iron stoves and a 10-foot-long table covered with pots, bowls, and cutlery.
Shelves. Shelves carved into the walls
hold jars of spices and various other cooking ingredients.
The warriors attack intruders on sight. Combat here brings reinforcements from area 27. The stoves are piping hot. Any creature that touches a stove for the first time on a turn takes 3 (1d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the world than on taking any action to cure or combat them. The clergy resists acknowledging any kind of distinction of class or rank among the worshipers, despite the stark stratification of society
outside the cathedral’s walls. All people are desperate wretches in the merciful hands of Ezra, who mourns for and with them all. A magnificent alabaster statue of Ezra, her sword and shield set aside as she weeps into her hands, adorns the sanctuary.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
devour their kills if they are victorious. Any sound of combat in this area brings the five minotaurs in area 7b as reinforcements. 7b. Northern Cave This cave has the same features as area 7a. Five
minotaurs stand watch in this area and attack in response to any intrusion. The sound of combat here brings the seven minotaurs from area 7a as reinforcements. 7c. Minotaur Graveyard The minotaurs place
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to the wooden stalls that line the north and south walls. Hanging on the walls are bits, bridles, and leather saddles. Two wooden ladders allow easy access to the hayloft (area 7b). Characters who
in the barn, Derp takes cover behind a haystack and shoots arrows at enemies below, drawing his scimitar only when forced into melee combat. Treasure. Derp carries a coin pouch that holds 1 cp and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Equipment. Thirty straw dummies shaped like illithids are arranged throughout the cavern. Racks of ropes and weights line the walls.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling
leads to area 31. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to push open.
If combat breaks out here, the githyanki gish in area 29d come to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and scale armor, suitable for five Large and ten Medium devils, are stored in racks along the walls.
Ten bearded devils and ten hell hounds occupy this floor. There is a 30 percent chance that half
of the bearded devils and hell hounds are out patrolling the perimeter at any given time, returning 1 minute after combat starts unless the fighting remains very quiet. An iron ladder rises through a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
occupants of this area are tenuous allies. The duergar attack anyone they don’t recognize, and the xorn assist as best they can. If the duergar are defeated, the xorn disengage from combat on their
next turn and flee by burrowing into the walls. If the xorn escape, the characters can encounter them again in other nearby chambers at your discretion. The xorn become indifferent toward characters who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
40 feet—the same height as the walls that enclose it. Walls of solid ice enclose this courtyard. Another courtyard partially overhangs this one. It is held aloft by sweeping arches of ice that soar
staircase made of sculpted ice.
Combat here alerts the ogres in area 6, the cultists in area 9, the stone giants in area 10, and the kobolds in area 15. One of the cultists runs to area 11 and alerts
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
filters through the arrow slits around the castle. During the day, this provides dim light in most areas. At night, all areas are dark. Walls. Exterior walls and load-bearing interior walls are 5 feet
thick, with 3 feet of mortared fill sandwiched between 1-foot-thick courses of hard stone blocks. Interior walls are 1-foot-thick worked stone. Arrow slits in the castle walls are 10 feet above the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
40 feet — the same height as the walls that enclose it. Walls of solid ice enclose this courtyard. Another courtyard partially overhangs this one. It is held aloft by sweeping arches of ice that soar
staircase made of sculpted ice. Combat here alerts the ogres in area 6, the cultists in area 9, the stone giants in area 10, and the kobolds in area 15. One of the cultists runs to area 11 and alerts Rezmir
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
Compendium
- Sources->Dungeons & Dragons->Rrakkma
walls. Other Features Though it is not marked on the map this room has a thick stone door (AC 17, hp 30), located at the far end of the hall just before entering the room itself. The door was
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blood to drain into the walls. Clay urns overflow with wet bones and gore.
Fenthaza routinely sacrifices prisoners on the altar. As they die, their blood drains into the pool in area 9. A captured
each niche radiates an aura of abjuration magic under the scrutiny of a detect magic spell. If combat ensues here, the skulls start to chant in Abyssal. The skulls stop chanting when they are removed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
12. Warriors’ Tomb This cave, open to the sky, has 150-foot-high walls with scores of natural, moss-covered ledges and overhangs. Firelight spills from an opening at the top of a 30-foot-high ledge
floor between three stalagmites, and the fossilized remains of four stone giants fill alcoves carved into the walls. Harmless bats nest in their gaping mouths during the day and flutter around the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the walls and ceiling, getting into position above creatures on the floor. The Spider King and the giant spiders fight to the death, but they don’t follow prey that flees. Development Sounds of combat here alert the duergar in area 7.
through narrow tunnels to reach this area (see the “Whorlstone Tunnels: General Features” sidebar). The glow of faerzress in these tunnels reveals sticky white strands clinging to the walls. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
the basilisks from their hooks and lead them into battle like war hounds. If the alarm has not been raised but combat ensues here, one broodguard runs to sound the gong in area 9. If the triceratops is
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, which then start combat. The light from the fire beetles in area I3 is visible from here but is too dim to awaken the stirges. In combat, the stirges gorge themselves until they’ve drunk the characters
dry. I3: Fire Beetle Sanctuary Conceptopolis Old bricks reinforce the walls of this dirt cave. The cave contains two beetles, each as big as a dog and glowing with warm orange light. The beetles
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L4. Dancing Dead The passage that leads to this room from the north can be described as follows: This narrow passage is about ten feet high in most places, with rough, irregular walls. Protruding
spurs on the walls are coated in dried blood.
Eventually this natural passage widens out: The star-shaped cavern ahead has many clefts in its walls. Only two, across the cavern, seem large enough to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Ballista. This weapon is inoperable since the crash. N2. Cargo Hold Attached to the walls in this chamber are three sets of chains and manacles designed to hold large creatures. A staircase rises to the
themselves across the floor using oversized face-tentacles. The fourth is a lumbering monstrosity made of stitched-together parts from goblins, dwarves, and reindeer.
The three gnome squidlings (Rin, Rix






