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Returning 29 results for 'creating warrens renders'.
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Monsters
The Tortle Package
replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi’s claws venomous. When a topi dies, the snake
inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.
Topis are more difficult to turn than ordinary zombies, and their spongy bodies make them
races
Mordenkainen Presents: Monsters of the Multiverse
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
improvised traps they use to protect their warrens.
KURTULMAK: GOD OF KOBOLDS
The god of kobolds was a vassal of Tiamat. When the gnome god Garl Glittergold stole a treasure from Tiamat’s hoard, she
Compendium
- Sources->Dungeons & Dragons->Monster Manual
dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes. Kobolds’ scales resemble those of chromatic dragons that live
near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes. Kobolds’ scales resemble those of chromatic dragons that live
near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
their own use. Within the central caldera, they raised a ritual space for creating dracoliches from dragons drawn to the site knowing they would soon die. Under Severin’s leadership, the caldera and
numbers have swelled. Only cultists live and work in the warrens beneath the caldera. The thousands of mercenaries, giants, devils, and monsters serving the cult are camped chiefly along the north and east slopes.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
their own use. Within the central caldera, they raised a ritual space for creating dracoliches from dragons drawn to the site knowing they would soon die. Under Severin’s leadership, the caldera and
numbers have swelled. Only cultists live and work in the warrens beneath the caldera. The thousands of mercenaries, giants, devils, and monsters serving the cult are camped chiefly along the north and east slopes.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi’s claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi’s claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
their own use. Within the central caldera, they raised a ritual space for creating dracoliches from dragons drawn to the site knowing they would soon die. Under Severin’s leadership, the caldera and
numbers have swelled. Only cultists live and work in the warrens beneath the caldera. The thousands of mercenaries, giants, devils, and monsters serving the cult are camped chiefly along the north and east slopes.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
their own use. Within the central caldera, they raised a ritual space for creating dracoliches from dragons drawn to the site knowing they would soon die. Under Severin’s leadership, the caldera and
numbers have swelled. Only cultists live and work in the warrens beneath the caldera. The thousands of mercenaries, giants, devils, and monsters serving the cult are camped chiefly along the north and east slopes.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entering Derro Territory The derro are automatically hostile toward anyone entering their warrens, especially surfacers. As you pass through the gates, the stench in the air changes from acrid and
magical wards placed by derro savants to guard against duergar intrusion. When a ward activates in response to the presence of an invisible creature, nearby derro fly into a frenzy, creating a chaotic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entering Derro Territory The derro are automatically hostile toward anyone entering their warrens, especially surfacers. As you pass through the gates, the stench in the air changes from acrid and
magical wards placed by derro savants to guard against duergar intrusion. When a ward activates in response to the presence of an invisible creature, nearby derro fly into a frenzy, creating a chaotic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. In addition to dealing damage, a restraining trap also renders a creature unable to move. Making a subsequent successful Strength check (using the trap’s saving throw DC) or dealing damage against the
or Constitution — allow creatures to avoid or mitigate the trap’s effects. Level and Lethality Before creating a trap’s effects, think about its level and its lethality. Traps are divided into four
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. In addition to dealing damage, a restraining trap also renders a creature unable to move. Making a subsequent successful Strength check (using the trap’s saving throw DC) or dealing damage against the
or Constitution — allow creatures to avoid or mitigate the trap’s effects. Level and Lethality Before creating a trap’s effects, think about its level and its lethality. Traps are divided into four
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
darkness, and the caves and grottoes where they live are kept dark most of the time. They don’t prefer to use illumination for any purpose that’s not related to creating or displaying art. Most of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
and about 10 feet deep in the middle. Along the eastern edge of the pool, a short passage leading to area 23 has been blocked up with loose rubble and mud, creating a rough stone wall 10 feet across
from the troglodyte warrens to a natural shaft on the east end that leads down into the Sinkhole (see area 28). The stream spills over the edge of the shaft in a subterranean waterfall, and near the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and as a warning system against intruders. They also don’t mind sharing their caves or warrens with cave bears, fire beetles, and other beasts that mean them no harm. They keep their other subterranean
darkness, and the caves and grottoes where they live are kept dark most of the time. They don’t prefer to use illumination for any purpose that’s not related to creating or displaying art. Most of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
and about 10 feet deep in the middle. Along the eastern edge of the pool, a short passage leading to area 23 has been blocked up with loose rubble and mud, creating a rough stone wall 10 feet across
from the troglodyte warrens to a natural shaft on the east end that leads down into the Sinkhole (see area 28). The stream spills over the edge of the shaft in a subterranean waterfall, and near the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
object within 20 feet of it: 1d6 for a handful, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s
forest of green to grow up over the garbage, rusting away debris and creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s House of Mastery Part school and part alehouse, this wide three-story
creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped space he dedicated as a public park, arguing that the poor need to feel
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
removing it from the room renders it nonmagical. If a character threatens to destroy Oak, the painting reveals that Zorhanna’s vault is “hidden in the tower pool beyond the bathroom,” then nods toward
out a terrible howl as it disperses. Creating these stalkers takes energy the entity needs to free itself from the extradimensional rift, so it won’t create more than three of them. Escaping the Rift
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
object within 20 feet of it: 1d6 for a handful, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s
forest of green to grow up over the garbage, rusting away debris and creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
removing it from the room renders it nonmagical. If a character threatens to destroy Oak, the painting reveals that Zorhanna’s vault is “hidden in the tower pool beyond the bathroom,” then nods toward
out a terrible howl as it disperses. Creating these stalkers takes energy the entity needs to free itself from the extradimensional rift, so it won’t create more than three of them. Escaping the Rift
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s House of Mastery Part school and part alehouse, this wide three-story
creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped space he dedicated as a public park, arguing that the poor need to feel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Iggwilv’s experiments. Eighteen troglodyte warriors live in the warrens. The clan is led by a bloated hezrou servant of Laogzed, a lesser demonic deity of mindless gluttony venerated by these troglodytes
attack. Slippery Floor. The dripping water renders the uneven floor slick with mud and slime. A creature that moves faster than half its speed along the floor must succeed on a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Iggwilv’s experiments. Eighteen troglodyte warriors live in the warrens. The clan is led by a bloated hezrou servant of Laogzed, a lesser demonic deity of mindless gluttony venerated by these troglodytes
attack. Slippery Floor. The dripping water renders the uneven floor slick with mud and slime. A creature that moves faster than half its speed along the floor must succeed on a DC 15 Dexterity saving