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Returning 35 results for 'deep inhabited are bit'.
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deep inherited are bit
deep inhabit are bit
Monsters
Acquisitions Incorporated
doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
Monsters
Fizban's Treasury of Dragons
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
, including deep-sea trenches or underwater volcanoes.
Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle’s primary concern when
Monsters
Fizban's Treasury of Dragons
. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Monsters
Fizban's Treasury of Dragons
in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
Monsters
Fizban's Treasury of Dragons
dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Monsters
Fizban's Treasury of Dragons
retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
Inquisitiveness
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Monsters
Mordenkainen's Fiendish Folio Volume 1
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
Monsters
Mordenkainen's Fiendish Folio Volume 1
deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the
world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out of love easily, and am
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
cancel it.
Ioun Stone of Agility;Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Ioun Stone of Awareness;Awareness
are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Ioun Stone of Self-Preservation;Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Backgrounds
Baldur’s Gate: Descent into Avernus
more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but
, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Caves Beneath the village lies a network of ice caves inhabited by Arauthator and his minions. Two entrances lead into the caves from the village: one hidden inside the meeting hall and the other
inside the shaman’s hut. The dragon enters the caves by way of underwater tunnels that connect to his lair chamber, but these are too deep and well hidden to be used by the adventurers.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through 39 make up the temple section, largely inhabited by priests and others who care for the temple’s statues as well as its living demigod, the thessalkraken. That creature dwells in a deep subterranean lake beyond areas 30 and 39. Numbered locations are keyed to the map on page 29.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
nature. People. Siabsungkoh is a cosmopolitan area inhabited mainly by humans with dark, wavy-to-curly hair, brown eyes, and skin tones varying from medium tan to deep brown. Alongside humans
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
spaces are those that run mostly around the perimeter of the room, where the water is only 1 foot deep. The deep area that makes up most of the room is inhabited by two kelpies (see appendix B). As the
10. Deceptively Deep Room Ahead is what appears to be a water-covered room, with steps rising out of the muck on the far side.
Most of the area is actually a 15-foot-deep pool. The only shallow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Culvert The normally sluggish river of ooze flows a bit faster as it approaches a natural, 10-foot-diameter culvert in the north wall. Any creature in the ooze that ends its turn in the culvert
must succeed on a DC 15 Strength saving throw or be irresistibly pulled under. Unless the creature is tethered to something, it drowns in ooze as it is borne deep into the Underdark.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Caves Overview The sea caves on the southwest side of Stormwreck Isle are inhabited by an unusual colony of myconids—fungus people who normally live deep underground. Though they can’t abide sunlight
their leader, Sinensa. The source of the blight is the tomb of the red dragon Sharruth deep beneath the island. Noxious fumes from the dragon’s tomb normally filter up through the rock and vent to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving at Blingdenstone Blingdenstone has a reputation for being a dangerous ruin inhabited only by monsters and other undesirables. Others think of it as a budding settlement well on its way to
recovery. Once the characters reach the gates, they can see that the truth lies somewhere in between. The characters must prove their goodwill to the deep gnomes before they are allowed inside. Once the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Cogs The Cogs lie deep beneath Sharn, below the sewers and Old Sharn (described later in this chapter). Streams of Fernian lava flow through this area, and over the centuries, House Cannith has
helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Caves Beneath the village lies a network of ice caves inhabited by Arauthator and his minions. Two entrances lead into the caves from the village: one hidden inside the meeting hall and the other
inside the shaman’s hut. The dragon enters the caves by way of underwater tunnels that connect to his lair chamber, but these are too deep and well hidden to be used by the adventurers. ICE TOADS
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
find the right passage, it can take you to fantastic and deadly worlds inhabited by fiends, aberrations, and other children of Khyber. This is one way to adapt material from Out of the Abyss and
Mordenkainen’s Tome of Foes to Eberron. There may be realms of demons and devils deep within Khyber, long held at bay by the influence of Siberys and the Silver Flame.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Arborea Larger than life, Arborea is a place of violent moods and deep affections, of whim backed by steel, and of passions that blaze brightly until they burn out. Its good-natured inhabitants are
extravagantly massive and beautiful, and every glade and stream is inhabited by nature spirits that brook no infringement. Travelers must tread lightly. Arborea is home to many elves and elven deities
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Cogs The Cogs lie deep below Sharn, below the sewers and even beyond the Depths. Incorporating natural tunnels and ancient goblin ruins. Streams of Fernian lava flow beneath Sharn, and over the
centuries House Cannith has helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arborea Arborea is a plane of extremes: stupendously craggy mountains; unbelievably deep gorges; forests of monstrously huge trees; and vast stretches of wheat fields, orchards, and arbors. Wild
. Mithardir A desert of white sand is abandoned by whatever powers once lived there. Arborea Adventures Arborea is a larger-than-life place of violent moods and deep affections, of whim backed by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Khyber spawns demons and monsters to plague the children of Eberron. This might be myth and metaphor, but it’s also a description of fact: there are worlds within the world, realms inhabited by
carrion crawlers, giant beetles, or clans of kobolds. But ultimately these mundane caverns follow the laws of nature. There’s another aspect to Khyber: go deep enough and you find a seemingly endless
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
often strive to collect rare mintages. Most emerald dragons can precisely enumerate the names, amounts, and denominations of every bit of currency in their hoards. Emerald dragons also prize cultural
crystal ball used by Firendelbip, a deep gnome seer who predicted the overthrow of a thousand-year-old fomorian empire
3 Spurs worn by the famous human cavalier Roganvald, who challenged the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Sunken ruin (inhabited or haunted) 8 Sunken statue or monolith 9 Friendly and curious giant sea horse 10 Patrol of friendly merfolk 11 Patrol of hostile merrow (coastal waters) or sahuagin (deep
(shallow waters) or hunter sharks (deep waters) circling around it (50 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 4 Bed of giant oysters (each
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 1: Prisoners of the Drow Deep beneath the surface of the world lies the Underdark, a realm of endless labyrinthine tunnels and caverns where the sun never shines. The Underdark is filled with
dangers of the Underdark, you can start the characters at a higher level (2nd or 3rd) to make things a bit easier for the players.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows live alone for an
) fire damage on a failed save, or half as much damage on a successful one.
[Tooltip Not Found]
Deep Crow
The only warning you’ll get is that fearsome, far-off caw, echoing from the darkness like
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Goblins’ Story The goblins at the heart of this chapter’s adventure are part of an enclave whose ancestors have inhabited an abandoned duergar mining outpost called Zorzula’s Rest for generations
Sawplees: a simplification of the word for “goblin” in the illithids’ dialect of Deep Speech. In recent weeks, the Sawplee goblins’ leader found a mysterious gemstone. Unknown to Ruxithid the Chosen, a new
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, steaming breath, and crushing tail. A dragon turtle’s rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on
open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Jermlaine Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark
, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
air becoming hot and heavy with the scent of sulfur. Glowing vents of magma fill a huge cavern with a dull red glow. From somewhere ahead, you hear a deep, echoing caw, sounding like the call of some
those are thankfully all closed in sleep.
The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Hag’s Hovel The characters’ path takes them into a densely forested area. By following a break in the trees that sends them north and west, they come upon a sign that this area is inhabited: Gnarled
forms the perimeter of a large hole, while east of the building is a larger wooden structure covered with creeping vines.
As you come a bit closer, the sound of voices suddenly emerges from the shack
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
39. Golem Pit A fifteen-foot-wide, fifteen-foot-deep pit dominates this chamber. At the bottom of the pit, an eight-foot-tall clay figure stands motionless beside a stone treasure chest. A silver key
can teleport the golem up to their level, or send one of their own into the pit. Advice from the Spirits Any characters inhabited by the spirits of Moa or Papazotl receive advice when entering this






