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Returning 17 results for 'curled weapons reciting'.
Other Suggestions:
carved weapons reciting
curse weapons reciting
called weapons reciting
called weapons resting
cure weapons reining
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identical to the ones in areas 3 and 6. A hungry remorhaz is curled up in the alcove until one or more party members enter the room, at which point it uncoils and rushes forward to attack. The room is
giant. An absentminded giant removed it from the temple (area 6) and left it here. Like the other weapons in area 6, it can be used to activate the portal leading to the divine oracle (area 11).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
the halberds from the suits of armor (or weapons of their own) to wedge open the mouth, preventing it from closing until these obstructions are removed. No ability check is needed to accomplish this. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stole their enemies’ weapons. Six wild dogs (use jackal statistics) feed on one of the Red Wizards. The dogs pose no threat if the characters keep their distance. Spirit Pole The yuan-ti burned their
and blackened inhuman vertebrae are lashed to the spear. On a wall nearby, a symbol has been daubed in ash: a snake curled in a spiral, gripping a circle in its jaws.
With a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling on a 6-foot-tall statue of a scantily clad female drow with flowing hair, frozen in a pirouette with her arms outstretched and her hands curled, as though they were meant to be holding something
. If such a weapon is placed in its hands, the statue’s grip tightens around the hilt. (The statue does not accept illusory or spiritual weapons.) The statue then dances atop its base for 1 minute before
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters make could awaken the sleeping guards in the area. Guards at the Gate. Two snoring hill giants, supposedly guarding the entrance, lie curled up blissfully asleep just inside the front gate, a
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
around the perimeter of the room, their expressions worn with time. Each ten-foot-tall statue is pointing or gesturing in a different direction.
Curled in the northeast corner of the tower is a lithe
, curled up against the northeast wall. This presents the characters with an important choice: they can waken the dragon and fight him now, or they can sneak past the dragon, find a way into the secret
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
floor by itself!
This room was where Fistandia practiced her martial and magical skills (at the expense of the fine floors). The mannequin has numerous cuts and chips. The weapons in the rack are
paintings on the walls. A fluffy black cat is curled up on one of the chairs.
If the characters enter the room, the cat sits up, meows plaintively, and approaches. If they feed it or pet it and make a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lies curled in a corner.
This room held the ashes of priests who sought to be interred near the gods, along with small remembrances for the dead. Salamanders have raided this room and thrown most of
didn’t harm them—it seemed curious about them, not hostile. The warriors use the stat blocks of scouts, but their weapons have been destroyed and they each have 1 hit point remaining. Their manacles have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(neutral good human scout), a rugged, bearded man in his prime. He has one level of exhaustion and 6 hit points remaining. In addition to his weapons, he carries a climber’s kit. His other equipment is
a lightfoot halfling dressed in cold weather clothing and curled up in the fetal position. The halfling is Perilou Fishfinger (neutral good lightfoot halfling acolyte of Yondalla). The yeti tyke is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
unicorn horn while reciting a poem called “The Witch Queen’s Cauldron.” Only Zybilna and the hags of the Hourglass Coven know the words to this poem, but a legend lore spell or similar magic can also
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
. The panicked Trevick remained here, and now sits curled up and whispering to himself that everything’s going to be okay. A successful DC 10 Charisma (Persuasion) check restores Trevick’s courage, as
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a living phylactery for Xanthoria. Weapons and harmful effects pass through her as though she were a mere projection. Thunderwing accompanies the characters as they explore the Lykortha Expanse
a displacer beast, but one with far too many tentacles and limbs. The yellowed skeleton of a tiny dragon with a second head, all its flesh rotted away. Its body is curled up in an unnatural position
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hold an ogre-size baby comfortably. Toys. The room boasts an impressive array of toys, many of which are larger than their typical counterparts: dress-up kits, figurines, prop weapons, and a rocking
feature is a massive, wood-fired, metal oven festooned with rubies. Its hinged door is open, revealing roaring flames.
Curled atop the oven lies a gold dragon the size of a large dog. The dragon’s eyes
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
weapons and defend their turf. Combat in this room draws the attention of the guardians in area B12, who send two guardians of Gorm from that room to investigate. The guardians aim to knock the
characters out rather than kill them, leaving their judgment to Kanadius. Treasure. Three maces rest against a weapons rack on the west wall. This room also contains enough food and water to sustain ten
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Skulls, bones, rusted armor, and broken weapons are all that remain of those killed by orc axes and the dragon’s icy breath. Suggested Encounter Eight Zhentarim thugs (LE male and female humans of
consists of a negotiator named Fylo Nelgorn (LE male Damaran priest of Bane with a flying snake curled around his left arm) and twenty Zhentarim thugs (LE male and female humans of various ethnicities
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The crate contains the carcass of a curled-up, eight-legged reptile with spikes running down its back. With a successful DC 15 Intelligence (Nature) check, a character can determine that it’s the
normal size at the end of the hall closest to area B10. Shrunken creatures have disadvantage on Strength checks and Strength saving throws, and their weapons deal 1d4 less damage at one-half to one






