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Returning 35 results for 'composed were remains'.
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compound were remain
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
annihilates its body and leaves behind a spectral being composed of fragments from the victim’s psyche and overwhelming psychic agony.
Every allip is wracked with a horrifying insight that
torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.Nightmare haunts are terrors from the
curse. Even with the Phyrexians defeated, the curse remains and spreads unchecked through Eldraine due to interference from the planeswalker Ashiok and Eriette, one of the witches who helped create the
Monsters
Icewind Dale: Rime of the Frostmaiden
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t
summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
herself and Caerwyn, her beloved. The palace once stood where the hedge maze (area G21) now does, facing the lake in the garden. Composed of striking purple-red porphyry stone, the palace remains a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Magma Mephit Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and actions. Magma Mephit
) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, obeying any command from a drow that isn’t clearly suicidal. 24b. Tunnels These naturally formed tunnels wind through collapsed rooms and hallways. The walls are composed of jagged stones, and the floor
sixteen troglodytes in varying stages of decay. Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. The ghouls retreat into the back tunnels when one or more drow enter the room. If a drow is not among those who enter, the ghouls attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that remained was undying grief and encroaching madness. She remains in Undermountain in accordance with Yinark’s wishes, a prisoner of her own guilt. Undermountain is Wyllow’s home now, and all memory
pities him, for the Mad Mage too appears to be trapped in a prison of his own making. Wyllow believes he is no longer human, but an immortal entity composed of pure magic. Thus, she has given up any
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
clear. Incapacitated Characters The infected elder brain at Illithinoch’s center (area X15) remains aware of the characters moving throughout the stronghold due to its Creature Sense ability. If a
character has the incapacitated condition in Illithinoch, the infected elder brain establishes a Psychic Link with the character and determines the character’s intentions. The psychic link remains until
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
witch sisters performed a grand ritual to create a sleeping curse. Even with the Phyrexians defeated, the curse remains and spreads unchecked through Eldraine due to interference from the planeswalker
virtuous court with one composed of sleepwalkers and dreamers guarded by nightmare haunts.
Nightmare Haunt Medium Aberration, Typically Neutral Evil
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon lord’s true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the
victim’s psyche and overwhelming psychic agony. Blasphemous Secrets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
demon lord’s true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the
victim’s psyche and overwhelming psychic agony. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Remains of Tammeraut Map 7.5: The Pit of Hatred View Player Version Map 7.5 shows the seafloor in the vicinity of the sunken hull, including the spot where the rift that seals the Pit of Hatred
wreck allows easy access to a darkened cavern that opens up beneath broken slabs of stone — the remains of the seals that once blocked the opening of the pit. As the characters enter the wreck, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character unless the character attacks it. 9b. Arch Gate to Level 15 Rubble. The floor of this 50-foot-high cavern is strewn with the remains of a dozen gargoyles. (The gargoyles once guarded the gate in
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
Compendium
- Sources->Dungeons & Dragons->Monster Manual
exposed insides.
4 Parts serving unintended roles, like a body composed of dozens of hands.
5 Perfect features accented by beautiful stitching.
6 Visible mechanisms, bellows, and
berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. Unseen Hunters. Composed of decaying leaves, vines, roots
Resurgent Menace. If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
through the darkness. Camouflaged Lurkers. Like a stingray, a cloaker’s body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows
. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a cavern that contains a hot spring, in which they drown themselves. U4. Moaning Cavern The cave is empty except for three ice-covered pillars composed of mineral deposits. U5. Icy Bridge A natural
.
Characters who search the charred remains of the campfire can find three torn-out pages, only partially burned, from a journal written in Dwarvish. Written on the loose pages are an anonymous dwarf’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
days’ travel) Locations in Doomspace The following locations are depicted on the map of Doomspace. DoomspaceView Player Version Eye of Doom The Eye of Doom is the remains of Doomspace’s sun. This
vents and inhabited by braxats,* gaj,* megapedes,* remorhazes, ssurran,* and thri-kreen. (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Vocath. This moon, composed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
collects moisture dripping from the ceiling. An ochre jelly lurks here, content to feed on fungus and the remains of the poltergeists’ occasional victims. It slithers into the main cavern if battle breaks
) checks made to hide in mud. Its speed isn’t reduced in difficult terrain composed of earth or mud. The elementals attack any creatures that approach the mud or the mounds of dried mud, but they don’t
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Unfortunately for treasure seekers, a giant crab makes its lair in the boat’s remains. Escape. This sailing ship was a renowned blockade runner before it was run down and destroyed by ships of the Sea Princes
. A convincingly crab-like apparatus of Kwalish being transported in its hold remains at the sea bottom, but a marilith bound to guard it remains and attempts to slay anyone other than Mordenkainen who
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
local militia, or accompanying the town guard on its patrols. Daily rulership is in the hands of the Council of Guilds, composed of the heads of the town’s informal trade groups. These guildmasters
Gate, which handles most landgoing traffic, including land-based trade; and Farmers’ Gate, which remains open at nearly all times, but is wide enough only to let one wagon or cart pass at a time. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
around a lonely cobblestone avenue, Hopeless is composed of worn, leaden buildings and crooked towers. Visitors who plod down the main road from the Screaming Gate eventually come to the Wishless Well
display makes her feel an ounce of emotion, the high cardinal vows to set them free. Thus far, she’s never had to honor her word. The stage is littered with the ashen remains of disintegrated
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buried under the rubble is a human skeleton in tattered robes—the remains of an apprentice who died in the crash. Characters who examine the skeleton notice that one of its bony fingers is missing. A
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
remains in the camp with her lieutenants—the half-ogre Gragonis and the human Jeyev Veldrews—along with several dozen mercenaries. The soldiers spend most of the day participating in drills. At night
in about 5 minutes. The local militia is largely composed of retired farmers and fishers who exhibit more zeal than skill in the village’s defense, but they all take the bell’s sounding very seriously
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. 19: Knight A being composed of golden light and clad in plate armor rests on one knee in the center of the room. Chains of shadow wrap around its neck, wrists, and waist, binding it to the floor. A
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of nowhere might be composed of mimics! Mimic Communication. Members of the colony develop telepathy and the ability to speak. While within 10 miles of the colony, any mimic can communicate
Languages Common, Undercommon, telepathy 120 ft.
Challenge 0 (10 XP) Proficiency Bonus +2
False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cottage Locations The following locations are keyed to Map: Candy Cottage. C1: Porch A covered porch, its planks composed of bright pink wafers, extends from the front of the cottage. The front door
.
The doormat is an Animated Rug of Smothering made of soft candy. It attacks visitors who don’t wipe their feet before entering the cottage. Otherwise, the rug remains motionless. C2: Foyer Candy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Whiskey (both N male human guards). The two are complete opposites: Sigil composed and pleasant, Whiskey uncouth and short-tempered. They have been in the inn’s restaurant for a long time. The outside
into the inn’s basement. Instead, anyone opening it glimpses a bricked-over doorway before the next stage is triggered. The door remains open when the characters return, but shows only a brick wall
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, their rib cages shattered by boulders lying atop them. Only one skeleton remains whole, and it clutches to its chest an open-faced steel helmet decorated with a golden circlet above the brow, from which
death may have had nothing to do with the relic. He knows that the remains of the last king of Besilmer are beneath the Halls of the Hunting Axe. He asks the characters to help him return the crowned
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to
frozen remains also find her spellbook and the orb she stole from Vellynne. Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
be opened from this room; only creatures in area P5 with the proper portal key can open it. Once opened, the portal remains open for 10 minutes. P2: Dungeonland An eclectic crowd of onlookers cheers
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
petrifying his foes, especially those of great physical beauty, and smashing the remains to rubble. Marlos wields the magical war pick Ironfang, which he found in the Fane of the Eye after being
or carrying is left behind.
Earth Passage. Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(worth 10 gp each). These gems were confiscated from prisoners who were later sent to the mines. 6. Dairy This structure is composed of a residential hut attached to a barn and a dairy. An elderly
the dwarven stronghold and seek an audience with King Harnoth, run the suggested encounter in the “Citadel Adbar” section in chapter 3. If they later return to Ironslag, the yakfolk village remains as






