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                        Returning 35 results for 'dealing instant are beneath'.
                    
                
                        
                            
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                                        dwelling instance are beneath
                                    
                                
                                    
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                                        delving instant are breath
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     by dealing 15 or more slashing damage to it on one attack. Cutting the root doesnât hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                                
                                                     standing stones, a village, or a city on a scionâs back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scionâs magic causes crops to flourish
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creatureâs space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
                                                
                                            
                                                
                                                     Imix for an instant. Each creature other than Imix in the area must succeed on a DC 15 Constitution saving throw or take 1d8;{"diceNotation":"1d8","rollType":"damage","rollAction":"Wave of Searing Heat
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm
                                                
                                            
                                                
                                                     alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragonâs territory. But
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin
                                                
                                            
                                                
                                                     beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragonâs territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
                                                
                                            
                                                
                                                     is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
                                                
                                            
                                                
                                                     the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them
                                                
                                            
                                                
                                                     track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of
                                                
                                            
                                                
                                                    . Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the dwarf could see of the manâs face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft
                                                
                                            
                                                
                                                     ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elfâs embrace.
â Margaret Weis and Tracy Hickman
                                                
                                            
                                        
                                                    Gnome
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
                                                
                                            
                                                
                                                     over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are âstuffyâ about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    8. Gargoyle Lair When any door leading to the lair is opened, it frees the roomâs occupant from temporal stasis. What appeared to be a statue an instant ago comes to life before your eyes. The
                                                
                                            
                                                
                                                     parchment with the following written on it in magical code (requiring comprehend languages to understand): âLook low and high for gold, to hear a tale untold. Take the archway at the end, and on your way youâll wend.â Beneath the runes, the initial âAâ is inscribed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     to area 24 is under divine protection that manifests as an arcane lock spell. The first time a creature touches the door, an incomplete symbol of the god Ezra appears amid the woodwork for an instant
                                                
                                            
                                                
                                                     suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Chapter 2: Into Darkness Once the adventurers escape from Velkynvelve, theyâll want to escape the Underdark. Already miles beneath the surface, they must make their way through an endless maze of
                                                
                                            
                                                
                                                     passages and caverns, avoid pursuit by the drow, and find a route to the world above â all the while dealing with the dangers of the Underdark and struggling to find the resources they need to survive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     intruders first in order to devise the most advantageous approach to dealing with them. Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently
                                                
                                            
                                                
                                                     it spreads. People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragonâs territory. But sapphire dragons sometimes forge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     could see of the manâs face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully
                                                
                                            
                                                
                                                     a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elfâs embrace.
 â Margaret Weis and Tracy Hickman, Dragons of Autumn Twilight
 Walking in two worlds but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     could see of the manâs face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft leather, carefully
                                                
                                            
                                                
                                                     a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elfâs embrace.
 â Margaret Weis and Tracy Hickman,
Dragons of Autumn Twilight
 Walking in two worlds but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , a one-eyed elder evil once entombed beneath the Cynidicean ziggurat. The updated adventure is designed for 1st-level characters. When a Star Falls When a Star Falls was the first adventure to bear a
                                                
                                            
                                                
                                                     Alpha, the adventureâwhich involves a crashed spaceship, futuristic weaponry, and humorously malfunctioning robotsâbecame an instant classic. The updated adventure is designed for 11th-level characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     to the north and south. The floor beneath the water isnât as solid as one might expect. There is a safe path around several weight-sensitive trapdoors (see the Traps in Area K73 diagram), but the water
                                                
                                            
                                                
                                                     pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     cities, but can be placed to good use in dealing with dangerous monsters and lost treasure.  Most large cities in the Realms have a number of thievesâ dens that compete with one another. A few places, such
                                                
                                            
                                                
                                                     as Baldurâs Gate, have an organized group of rogues that controls all such activity. Most thievesâ dens are secret gathering spots, often beneath the city, and move after theyâre discovered. The city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
                                                
                                            
                                                
                                                     creatureâs next turn after the noise, that creature is subjected to an attack from falling rocks and earth (+5 to hit, dealing 3 (1d6) bludgeoning damage on a hit). Creatures. Hidden in a pile of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     destroy them, dealing an incalculable blow to Szass Tamâs power. Phylactery Vault Pieces of lore about the Phylactery Vault are presented in the order in which they should be revealed: Beneath the
                                                
                                            
                                                
                                                     channeling the souls of the Chosen into the phylacteries of his underlings, which are stored in the Phylactery Vault beneath the Doomvault. Disrupting the flow of soul energy into the phylacteries should
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     whose creations theyâve previously faced has wrought havoc there. That spellcaster, Hoobur GranâShoop, is found working in a grisly laboratory beneath the tower, to which the adventurers gain entrance
                                                
                                            
                                                
                                                     through the lighthouseâs magic lens. That laboratory is only part of the lighthouseâs secret basement, though, and the characters engage in some dangerous and lucrative dungeoneering after dealing with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Parade Ambush As the parade nears the jetty, read the following description: Grasping weeds and vines erupt from the cobblestone street beneath the carriage at the head of the parade. The ox pulling
                                                
                                            
                                                
                                                     throwing something toward the cart. An instant later, a cloud of pink ashes bursts from a sachet, striking the two guards. Kalaâs Attack The parade route appears on map 5.1. The characters are either at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Ogre Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogreâs wrath in an instant â as can stealing
                                                
                                            
                                                
                                                     freely with goblinoids, orcs, and trolls, and practically worship giants. In the giantsâ complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks. âWorst. Dancers. Ever.â
 â Riddlefiddle the Satyr, on ogres
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    -mounted hussars. An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial
                                                
                                            
                                                
                                                     with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant. Immortal Nature. An archon doesnât require food, drink, or sleep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     spider.
 An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hutâs doorway are two iron cages that dangle like hideous
                                                
                                            
                                                
                                                     are bolted to the floor. Beneath the crib, green light seeps up through cracks between the rotting floorboards. The child and the crib are illusions created by Baba Lysaga using a programmed illusion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
                                                
                                            
                                                
                                                     while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood. The runes are written in Giant. Trepsin is a follower of the demon lord
                                                
                                            
                                                
                                                    , the troll rends the target, dealing an extra 2d6 slashing damage.
 Treasure Trepsin keeps some items for himself. These include six ermine pelts (100 gp each), three fox pelts (25 gp each), and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     securely in the catacombs beneath the temple. A passage on the east side of the cavern leads down into this network of small linked caverns accessible only through the temple. The catacombs are built
                                                
                                            
                                                
                                                     services (see âChanging Svirfneblin Attitudesâ earlier in this chapter), as certain svirfneblin ask for their help. If the characters leave the svirfneblin without providing them assistance in dealing with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     an altar carved with the form of a giant, open-mouthed cobra, the comatose Varram has been beaten and bound. Dealing for the Dwarf If the characters have made any mention of their search for Varram
                                                
                                            
                                                
                                                     passage beneath one of the serpent statues in the temple. Within the space is the enclaveâs treasure hoard, comprising 800 gold pieces, 100 pp, 2 cloudy emeralds worth 500 gp each, a necklace of 22
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     you walk past them.
 A pile of snow stirs as you pass it, and someone hidden beneath it suddenly stands. The figure looks around and yells, âWho goes there? Is it thieves? Have I found those creeping
                                                
                                            
                                                
                                                     the characters inquire about a reward for dealing with the thieves, Trovus explains that the town doesnât have the coin to pay someone to investigate the matter. Most of the valuables in the village have disappeared already, so thereâs little left to use as compensation.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     altar carved with the form of a giant, open-mouthed cobra, the comatose Varram has been beaten and bound. Dealing for the Dwarf If the characters have made any mention of their search for Varram
                                                
                                            
                                                
                                                     beneath one of the serpent statues in the temple. Within the space is the enclaveâs treasure hoard, comprising 800 gp, 100 pp, 2 cloudy emeralds worth 500 gp each, a necklace of 22 chrysoprase beads
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     carcass hangs from the tripod by a rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood.
 The runes are written in Giant. Trepsin
                                                
                                            
                                                
                                                     two or more claws hit the same target, the troll rends the target, dealing an extra 2d6 slashing damage.
 Treasure Trepsin keeps some items for himself. These include six ermine pelts (100 gp each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     diameter. Lifting the capstone requires the application of leverage and the combined effort of up to two characters with a total Strength of 25 or higher. Beneath the stone lid is a pit filled with the
                                                
                                            
                                                
                                                     the image of a sun-god in a feathered robe. There are seven jade items in all, weighing 1 pound and worth 30 gp each. Buried beneath the skeletons is a chalice of beaten gold, inset with six amethysts
                                                
                                            
                                        






