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Returning 31 results for 'connect wrapped race'.
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
. A secret door is hidden in the northeast corner. 22b: Oily Floor Spilled, flammable oil makes a 10-foot square of this room’s floor difficult terrain. 22c: Glowing Orb A glass orb wrapped in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
. A secret door is hidden in the northeast corner. 22b: Oily Floor Spilled, flammable oil makes a 10-foot square of this room’s floor difficult terrain. 22c: Glowing Orb A glass orb wrapped in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
word, and multiple tir’su connect to form phrases and sentences.
Githyanki and githzerai both speak Gith, but each race has a distinct dialect and accent. Similarly, the two races of gith
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes have a significant presence in the city, but even kalashtar and changelings have communities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
word, and multiple tir’su connect to form phrases and sentences.
Githyanki and githzerai both speak Gith, but each race has a distinct dialect and accent. Similarly, the two races of gith
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes have a significant presence in the city, but even kalashtar and changelings have communities
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate is
workplaces and abodes used by Haskasori’s people. The tunnels in the western wall, which used to connect to many more chambers, caved in long ago. H7a: High Priests’ Quarters. Two amulets of Yaarnak (see
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate is
workplaces and abodes used by Haskasori’s people. The tunnels in the western wall, which used to connect to many more chambers, caved in long ago. H7a: High Priests’ Quarters. Two amulets of Yaarnak (see
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Sarcelle Malinosh. Sarcelle is dozing inside the coffin, wrapped in the blankets so only her hair is visible. Sarcelle is a human wild-magic sorcerer whose spellcasting power was stripped during a recent
and four hand-turned wheels connect to the pipes.
Coupleofkooks Many of Vecna’s cultists in
Neverdeath Graveyard bear tattoos
of the lich-god’s unholy symbol The wheels control the water pressure
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Sarcelle Malinosh. Sarcelle is dozing inside the coffin, wrapped in the blankets so only her hair is visible. Sarcelle is a human wild-magic sorcerer whose spellcasting power was stripped during a recent
and four hand-turned wheels connect to the pipes.
Coupleofkooks Many of Vecna’s cultists in
Neverdeath Graveyard bear tattoos
of the lich-god’s unholy symbol The wheels control the water pressure
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
, read: Slabs set along the walls of this stone chamber hold human-sized bodies wrapped from head to toe in strips of off-white cloth. Even as the doors open, these wrapped bodies begin to rise.
The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
, read: Slabs set along the walls of this stone chamber hold human-sized bodies wrapped from head to toe in strips of off-white cloth. Even as the doors open, these wrapped bodies begin to rise.
The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mirror. The mirror in the statue’s arm is a white moonlight mirror. Removing the mirror from the statue requires no special effort. Shrine’s Guardian. Wrapped around the statue is a guardian naga named
wrapped in old oilcloth. A character can find the mirror by searching the floor and succeeding on a DC 12 Intelligence (Investigation) check. Removing the mirror from the cavity requires no special
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and majestic, rising at a slight angle toward the south. Wall torches light four flights of stairs that connect wide landings. Water thunders in torrents past both sides of the stairs and underneath
these landings. At the top of the stairs is a platform, on which rests a giant bronze forearm with an upraised fist.
An imposing figure stands beside this bronze arm. He is wrapped almost entirely in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and majestic, rising at a slight angle toward the south. Wall torches light four flights of stairs that connect wide landings. Water thunders in torrents past both sides of the stairs and underneath
these landings. At the top of the stairs is a platform, on which rests a giant bronze forearm with an upraised fist.
An imposing figure stands beside this bronze arm. He is wrapped almost entirely in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mirror. The mirror in the statue’s arm is a white moonlight mirror. Removing the mirror from the statue requires no special effort. Shrine’s Guardian. Wrapped around the statue is a guardian naga named
wrapped in old oilcloth. A character can find the mirror by searching the floor and succeeding on a DC 12 Intelligence (Investigation) check. Removing the mirror from the cavity requires no special
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mighty. In the myths, it is said that Bahgtru was out hunting when he was surprised by the mightiest of the behirs, one with hundreds of legs. In a flash, Bahgtru was wrapped in the creature’s coils
bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mighty. In the myths, it is said that Bahgtru was out hunting when he was surprised by the mightiest of the behirs, one with hundreds of legs. In a flash, Bahgtru was wrapped in the creature’s coils
bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your vantage point forty feet above the deck, you can see dozens of crew members below. All wear the livery of Dran Enterprises, and most carry swords and crossbows. Rigging and rope ladders connect
human scouts among the Six operatives, two stay behind and fire arrows at the party, while the other two scouts and a human cult fanatic race toward the barges. The intention of the Six operatives is to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your vantage point forty feet above the deck, you can see dozens of crew members below. All wear the livery of Dran Enterprises, and most carry swords and crossbows. Rigging and rope ladders connect
human scouts among the Six operatives, two stay behind and fire arrows at the party, while the other two scouts and a human cult fanatic race toward the barges. The intention of the Six operatives is to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, pistons, sprockets, screws, bolts, and countless other mechanical bits — all of which twitch and slide across the floor as if drawn together by some unseen force. The pieces connect and entwine to take
.” Wrapped in padlocked chains in that corner is a creature consisting of five mechanical arms, like those of a starfish, and which stands on five spindly mechanical legs.
Creature. The mechachimera
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, pistons, sprockets, screws, bolts, and countless other mechanical bits — all of which twitch and slide across the floor as if drawn together by some unseen force. The pieces connect and entwine to take
.” Wrapped in padlocked chains in that corner is a creature consisting of five mechanical arms, like those of a starfish, and which stands on five spindly mechanical legs.
Creature. The mechachimera
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, cowslips, and hyacinths suffuse this vast garden. Ahead, a ring of standing stones rises from the flower beds. Glittering streams divide the garden and connect with a large pond shaded by willows. The garden
freed Sir Talavar in chapter 2 find a wrapped present on the table, with their names written on the tag. None of the guests has been rude enough to open it. Inside, the characters find a chime of opening
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, cowslips, and hyacinths suffuse this vast garden. Ahead, a ring of standing stones rises from the flower beds. Glittering streams divide the garden and connect with a large pond shaded by willows. The garden
freed Sir Talavar in chapter 2 find a wrapped present on the table, with their names written on the tag. None of the guests has been rude enough to open it. Inside, the characters find a chime of opening
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
forehead in a pose of evident sorrow.
The dejected giant is Ralvald, a Lawful Neutral Frost Giant who knows Common as well as Giant. The giant has become so wrapped up in his own troubles that he doesn’t
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
forehead in a pose of evident sorrow.
The dejected giant is Ralvald, a Lawful Neutral Frost Giant who knows Common as well as Giant. The giant has become so wrapped up in his own troubles that he doesn’t
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
away, whereupon the inscription fades. On later visits to this crypt, the door is unmarked and the crypt is empty. Crypt 24 Ivan Ivliskovich, Champion of Winter Dog Racing: The race may go to the swift
spikes at the bottom of the pit are made of iron but aren’t poisoned. Treasure. A human skeleton (the remains of a dead adventurer) wrapped in bits of studded leather armor lies amid the spikes at the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
away, whereupon the inscription fades. On later visits to this crypt, the door is unmarked and the crypt is empty. Crypt 24 Ivan Ivliskovich, Champion of Winter Dog Racing: The race may go to the swift
spikes at the bottom of the pit are made of iron but aren’t poisoned. Treasure. A human skeleton (the remains of a dead adventurer) wrapped in bits of studded leather armor lies amid the spikes at the