Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 33 results for 'content reminding ground to her removal'.
Other Suggestions:
contents remaining ground to her removed
contents remaining ground to her remove
contact reminding groups to her removal
contact reminding group to her removal
contact remaining ground to her removed
Backgrounds
Guildmasters’ Guide to Ravnica
by reminding them of death’s inevitable approach.
Personality Traits
d8
Personality Trait
1
Remember, I could kill you in your sleep. Or put centipedes in your bedroll
fight it off.
2
I assume that anyone outside the Golgari looks down on me.
3
I feel a need for revenge against those who enjoy the privilege of living above ground.
4
I don’t
Monsters
Fizban's Treasury of Dragons
indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating
constructing a dragon turtle’s lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
once, twice, three times. The devils’ heads hit the ground, one after another. And thus we learned that an aasimar traveled in our ragtag band.
— Geldon Parl, Of the Tyranny of
aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing.
Evil aasimar make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this effort by two cloakers from the conclave on level 5, which hope to turn this level into a hunting ground. After gaining entry through an umber hulk tunnel that leads down from level 5, the raiders
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Atmosphere Atmosphere is the overall mood of your game. It’s the sense of levity, excitement, or dread that stems from a story’s content and players’ perception of it. Atmosphere can be
space you’ll be playing in, review any accessibility needs communicated in the content survey. Accommodate what you can; communicate what you can’t as early as possible. Enlist players for help
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
caravans camping at the bridge and pilgrims visiting it continues, but now people stay in a caravan ground around a small village that has grown up outside the fort. Activity around the area is overseen
by a curious mix of Companions of Elturgard. The Companions — all paladins of gods such as Tyr, Torm, Helm, and Amaunator — tend to be either young firebrands or grizzled veterans content to sit by a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
yuan-ti content themselves with maintaining these ancient places rather than building new ones for their needs. Although these sites are hundreds or even thousands of years old, they don’t look or feel
buildings in a city usually have four sides and a sloped or staggered pyramid-like exterior. It is customary for stone buildings to have a series of tiles or carvings of snakes encircling the ground level
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
holdings to the ground. Illusion Success in business, as in combat, can often hinge on split-second decisions. As an illusionist, you have mastered the art of confounding the senses, leaving enemies
nightmare of franchise-branded zombies running amok. Still, if things get bad, there’s nothing like a general marketing campaign reminding local folk that necromancy means raise dead. Even if you can’t cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, content to allow the lesser folk to compete for territory. The nominal emperor of the marids dwells in the Citadel of Ten Thousand Pearls, an opulent palace made of coral and studded with pearls. The
plane. Fleets of rafts and ships lashed together serve as solid ground where nothing else is available. Most natives of the plane never break the surface of the sea and thus ignore these habitations
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
were heaped with corpses and awash in blood. Even the surface elves might be content to overlook their hatred for their kin and leave the drow alone, as long as they never had to lay eyes on the drow or
slaves into long trains of chattel, kill everyone who resisted, burn everything to the ground, and set their sights on the next town in line. Most of the dark elves’ raids, however, are small, stealthy
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Trolls The dwarven tale titled The Saga of Gnarldan Steelshield claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The saga further claims
just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that’s a good thing!
—Bigby
Excellent. But these trolls are loathsome.
—Diancastra
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their airship’s harpoon guns, content to attack at range and entice the characters to make counterattacks against the enemy ship. The hippogriff, the smoke mephits, and half the goblins and hobgoblins
to descend slowly to the ground. To prevent this from happening, the characters must destroy the needle (AC 10, 75 hit points, immunity to poison and psychic damage, and vulnerability to bludgeoning
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface. As an example, map 5.14 depicts a topaz dragon’s lair in a
-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, sending both of them sprawling to the ground. The door closes, then opens once more as a mandolin comes flying out of the tavern.
If the characters want to lend a hand, they have ample opportunity to
step up. Catching the mandolin requires a successful DC 13 Dexterity (Acrobatics) check, and if no party member tries to do so, it crashes to the ground at the characters’ feet. The tavern is called
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the random encounters described below are with specific named creatures and therefore aren’t likely to happen more than once unless the characters revisit familiar ground. If you roll on the table
have a passive Wisdom (Perception) score of 13 or higher can see that the dogs are surrounding a crudely dug hole in the ground. The characters must get within 5 feet of the hole to see that it’s a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carpets draped across a frame of whale ribs, and stands 8 feet tall, 20 feet wide, and 30 feet long. The bottoms of the walls drape down onto the ground, leaving no gaps underneath. The tent has no
dragon is content to let his minions deal with intruders, but he will be alerted if the characters flee. Even if the adventurers have not alerted any of the dragon’s servants, Maccath’s absence would
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ground. Her companions are Orvis Torval (N male firbolg guard) and Rosko Bosh (N male halfling guard). Orvis and Rosko are new constables, not the sharpest swords in the armory, and as lazy as wizards
Ozgood, she’s content to allow them to investigate. Useful Information. Once the characters’ identities are “confirmed,” they might have some questions for the guards. Use the following points to steer the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and mess halls connected to all but the gate-town’s topmost ring. While there’s plenty of room to quarter soldiers above ground, generals find the cramped tunnel conditions foster more aggressive
Procession (detailed below), the generals of Acheron are entombed in the mausoleums of the Crown, Rigus’s dignified topmost ring. While some Crown Generals are content to enjoy the early retirement that
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carpets draped across a frame of whale ribs, and stands 8 feet tall, 20 feet wide, and 30 feet long. The bottoms of the walls drape down onto the ground, leaving no gaps underneath. The tent has no
. The dragon is content to let his minions deal with intruders, but he will be alerted if the characters flee. Even if the adventurers have not alerted any of the dragon’s servants, Maccath’s absence
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
natural cleft in the rock. Descending into this cleft, you come to an icy courtyard strewn with rubble. Hardy blue shrubs rise from the frozen ground. Lodged at the far end of the cleft is a keep sized
twenty-five-foot-tall double door made of bleached wood with bronze fittings provides the only entrance at ground level.
In the courtyard, there are pieces of rubble large enough that characters can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
if you use up the table’s entries. Drowned Forest Oddities d10 Encounter 1 A human zombie is chained to a wooden stake driven into the ground. The remains of many other zombies lie nearby. A
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-five feet high in the center. The ground is flat and scuffed with muddy tracks, and the walls are marked with initials and names carved into the stone. Tunnels lead deeper into darkness to the east and
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
—Ollin believes keeping Izel content is important and wants to help keep the region safe (they also like the idea of having a regular audience). Lava. A creature that enters the lava in this area for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
boggy marsh. The garden has multiple levels. Map 2.12 uses elevation markers to indicate how high the levels are relative to the ground. Some keyed locations contain multiple levels; for example, area 4
is 25 feet above ground level, with a crumbled 10-foot-high balcony (35 feet above ground level) and a 20-foot-deep pit (5 feet above ground level). Throughout Nangalore are inscriptions written in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
center of a forest clearing. Bright green grass and colorful wildflowers blanket the ground. The toadstools range from the size of a finger to as large as a chair.
Five figures sit on the largest
given time, 1d4 friendly leprechauns (see appendix B) are here, enjoying the comforts of their home. Hidden Home. An illusion hides the front door to the tree house at ground level. A character who
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
they notice the characters, the androids challenge the party to a dance-off. If the characters accept, three of the androids descend to the ground and perform an impressive dance routine while the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
waterfront, its two windowless upper stories heavily guarded. Most ordinary patrons never make it past the ground-level offices, yet the majority of the Counting House stretches below, extending down
rats flood in to eat the flesh, leaving (mostly) clean bones to be interred in the attached ossuary by Ilmater’s faithful. While a somewhat ignoble end, it’s often the only holy-ground burial the city’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
squats on the waterfront, its two windowless upper stories heavily guarded. Most ordinary patrons never make it past the ground-level offices, yet the majority of the Counting House stretches below
only holy-ground burial the city’s poor can afford, and Brother Hodges does his best to bring quiet dignity to the practice. However, a fertile carrion crawler has recently slithered up from the sewers
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Rusted weapons lie scattered on the ground.
A hulking, crudely formed figure made of gray clay charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Slate Chamber Alternating blue and gray bands of slate and shale compose the walls of this cave. Rusted weapons lie scattered on the ground.
A hulking, crudely formed figure made of gray clay
predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lake bed, 90 feet below the surface. They’re content to creep along
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
idiosyncratically organized holdings can be confusing, so most people opt to pay one of the resident librarians to locate what they need. Finally, the ground floor of the High Hall’s easternmost wing contains
those responsible for its theft. Lutecia is content to leave this task in his capable hands. Lady’s Hall Tymora’s temple in Baldur’s Gate is made of local yellow granite, roofed with slate shingles
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
idiosyncratically organized holdings can be confusing, so most people opt to pay one of the resident librarians to locate what they need. Finally, the ground floor of the High Hall’s easternmost wing
the shield back and punish those responsible for its theft. Lutecia is content to leave this task in his capable hands. Lady’s Hall Tymora’s temple in Baldur’s Gate is made of local yellow granite
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the
attached to the door about 3 feet off the ground. A character who examines the space around the door before opening it and succeeds on a DC 15 Wisdom (Perception) check notices the damage done to the