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Returning 35 results for 'deep inherently are badly'.
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Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Ebony, onyx, and similar dark-hued valuables bring shadow dragons no particular joy, but they aren’t as inherently repellent as silver, platinum, and diamonds. Beauty fills shadow dragons with contempt
shadow dragon both difficult and dangerous. Shadow Dragon Art Objects d10 Object
1 An ornate scepter marred by soot and grime
2 A priceless painting badly in need of restoration
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. While slaadi aren’t inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for
powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
depths of the Ironroot Mountains. The orcs of Eberron weren’t formed by Gruumsh, and they aren’t inherently driven to evil. However, they are an extremely passionate and primal race, given to powerful
emotion and deep faith. The Ghaash’kala orcs of the Demon Wastes are servants of the Silver Flame who devote their lives to battling the fiends of the Wastes. The Gatekeeper druids of the Shadow
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
paradise created by two lovers ages ago. Legend states the entrance to the garden lies deep within a crystal cave that whispers secrets of the future to those brave or foolish enough to enter. More recently
leave. None of the garden’s denizens are inherently malicious, but they defend their own. Wits, clever words, and compassion are more effective weapons here than swords or spells. The paramours’ families
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
this 20-foot-high, 15-foot-wide cave. Rising up from the middle of the floor is a particularly large (10-foot-tall) stalagmite riddled with 4-inch-wide, 12-inch-deep naturally formed holes that bore
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
channeled along 10-foot-deep troughs. As the water courses through each trough, it passes U-shaped, gold-plated metal conductors bolted to the sides and bottom of the trough at 10-foot intervals. The energy
area 12 as it does elsewhere.
12a. South Water Collector The ceiling in this chamber forms a dome 20 feet higher than the floor around the cistern, which is 10 feet deep. Water pouring in from the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a dragon’s lair is more likely to mean a fight to the death, since the dragon will be less keen on fleeing an encounter that goes badly and more determined to hunt down adventurers who flee after
, damaging their equipment, insulting them, or showing how ineffectual their attacks are.
5 The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mongrelfolk fetch the Abbot from area S13. S12a. Well The well is 80 feet deep. Hiding 20 feet down is a chaotic evil mongrelfolk (see appendix D) named Mishka Belview. He clings to the wall of the
block in appendix D). In his madness, he’s discovered he enjoys killing people. S12b. Old Troughs These three horse troughs are badly rotted and fall apart if handled or jostled. S12c. Chicken Sheds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
piercing weapon (the devil’s hooked polearm) and has a deep, poisoned wound in his chest (caused by the bone devil’s stinger). A search of the body yields nothing of value. 47b. Dealing with the Bone
these rooms by scratching away the silver glyphs that ward the exits, the devil pursues a mutually beneficial arrangement while exploiting a badly worded agreement to its advantage. Once it escapes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
damage is a bad wound for the enemy, say: “You swing wildly, and the knight brings his shield up just a second too late. Your blade catches him along the jaw, drawing a deep gash. He recoils, bleeding
badly!” As the characters fight monsters, you can reveal information to help the players make good choices, as described in the sections that follow. Awarding Heroic Inspiration
As discussed in the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
52. Throne Room This vaulted chamber features a ten-foot-deep sunken floor surrounded by ledges without railings. Alcoves along the ledges hold painted wooden statues of hornet-headed humanoid
’ harrowing exploits in the tomb thus far. (Choose memorable moments in which one or more party members were badly wounded or killed.) The undead artists have the statistics of zombies, with these
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
’-wisps. Countless adventurers have perished in the mere, drawn by tales of ruined castles half-sunk in the mire. Neverwinter This city was badly damaged when Mount Hotenow erupted some fifty years ago. Now
rulers of old. Neverwinter Wood The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Reclusive spellcasters are rumored to dwell deep within
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on the edge of the quay or on a boat, reavers attempt to use the “Shoving a Creature” special attack to push a character into the water. (The water is 15 feet deep near the quay.) Eyon prefers to
link their city’s mercantile district with the world above. The water is 15 feet deep. A character can pole a boat through a canal at a speed of 10 feet. Random Encounters. Aquatic creatures wander the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, but also uncover one of the following clues (determined by you): Deep Tracks. Deep, angular boot prints belonging to unusually heavy, bipedal creatures lead to and from the wreckage. Examining
windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
room from area B7, forming a 1-foot-deep pool here. The pool is Difficult Terrain. A Steam Mephit toys with a panicked frog in the water. The mephit is initially Indifferent toward the characters and
cells (area B3). The room is otherwise empty. B7: Broken Fountain A badly broken stone fountain burbles in an alcove at the upper end of this sloped hallway.
Warm water bubbles from an underground
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Journey Locations The tunnel leads through several dangerous areas. Use map 7.1 for this journey. Mike Schley Map 7.1: Tunnels of the Deep View Player Version The distance from Phandalin to the
into a chasm fifteen feet wide and thirty feet deep. Faint sounds of sobbing echo from the chasm’s south side.
The chasm walls are sheer and require a successful DC 12 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
interfere. She refuses to take orders, and if the characters treat her badly, she tries to frighten them into leaving the outpost—but stops short of fighting them without provocation. Using the
safely. Vent Gas. You vent the gas in the maintenance corridor (area S9), and a deep voice emanating from the console says in Gith, “Gas vented!” The corridor remains clear for the next 24 hours, after
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
years before ending up in Skullport, where they heard rumors of a secret academy for magic-users deep inside Undermountain. They fought tooth and nail to reach Dweomercore, but the place hasn’t lived up
conquer Skullport for his family. Like most drow, he is predictably treacherous. His silken words are pleasant enough, but any alliance forged with him is doomed to end badly — and most likely in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
King Hekaton and His Daughters Prior to the shattering of the ordning, King Hekaton was arguably the most powerful of all storm giants. From Maelstrom, his citadel deep within the Trackless Sea, he
civilizations of the small folk and leave them alone, if he could not countenance forming alliances with them. Hekaton, inherently distrustful of the small folk, wanted nothing to do with them, but he
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.”
Lulu’s memory was badly damaged by events she can’t remember, but a summary of those events is presented here for your benefit. Lulu was more than Zariel’s traveling companion. She was the angel’s
deep down inside her still.”
Restored Memories Friendship is important to Lulu in ways both physical and spiritual. Her growing friendship with the characters causes the hollyphant to remember
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chasm floor. Most are dwarves and orcs in badly rusted armor. B2. North Chasm This cavernous area is 100 feet high from floor to ceiling. If the characters enter from the east (via area B1), read the
magnificent hall with a soaring ceiling, marble floors, and intricate carvings of prosperous farmlands decorating the walls. It has since fallen to ruin. Deep cracks mar the walls, sections of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
—by undertaking the following quests. Quest: Pip’s Adventure Lily Abdullina A young boy named Pip followed some strange monsters deep
into the hills, and the characters must bring him safely home
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sphere is free of such debris. Several weapons on the ground seem like they might still be serviceable, although all are badly worn.
If the orb is disturbed, all creatures within 10 feet of it must
searching the floor notices the pit with a successful DC 10 Wisdom (Perception) check. A character unaware of the pit falls into it. The pit is 10 feet deep and contains a rust monster that wandered into
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(areas G7 through G12). The descriptions of the areas in this section are keyed to map 2.5 and map 2.6. Several graves have been dug up, leaving pits in the earth that are 6 feet deep, 2 feet wide, and 7
sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
walls here, two against the northern wall and two against the southern wall. A statue of a dwarf warrior stands between each pair of sarcophagi. The statues and sarcophagi are all badly cracked, as if
stone in this room was badly weakened in the mind flayer assault. The statues fall to pieces if disturbed, creating difficult terrain across the southern half or northern half of the room, depending on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
depths of a crumbling mineshaft.
The stone of the mine entrance cavern is crumbling badly, but a character who has the Stonecunning trait or who succeeds on a DC 16 Intelligence (Nature) check can tell
.
Teocín uses this chamber to dispose of her failed experiments. Two ochre jellies feed on the remains and are dissolving meals deep under piles of bones. They emerge, oozing up through the bones, as soon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, twenty-foot-deep pit. A sturdy hemp rope is tied around one of three stalagmites in the cavern and dangles into the pit.
This was the Rockseekers’ campsite. The dead dwarf is Tharden, Gundren’s
, the snake slithers from the water and attacks the character at the back of the party. Pool. The pool is 20 feet deep in the middle. The stream to the northeast is 3 feet deep, and the ceiling of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
cursed magic. A dragon lives in a large lake cavern deep below. The subterranean river flows from the lake through other parts of the complex below the Glitterhame. It’s fed from a lake on the surface. If
they prohibit entry into area 39. If the characters don’t negotiate, or if talks go badly, combat ensues. Tactics. If combat occurs, the duerger guards first attack with their javelins. They use their
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from their svirfneblin neighbors. The bars are badly rusted and valueless. If a dwarf character or a character proficient in the History skill inspects the bars, they identify markings indicating they
: Duergar Delegate Room A long, low table in this room bears bits of metal. Stairs descend to the south, beneath an archway bearing deep, jagged carvings.
Drow and duergar living in this area didn’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
but suffers no serious damage and can continue seeking a passage through. If the check fails by 5 or more, a rock causes significant damage; the ship lists badly and its speed is halved until the hull
includes a first mate named Kalita (LE female Chultan human spy), fifteen Chultan bandits, three Chultan thugs, and a “sea witch” named Eye of the Deep (N female Calishite human druid).
Emerald Eye
The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the deck disappears into a wall of boarded-up and badly weathered buildings. The only cleared pathway across the tilted deck leads from the bridge to a pair of massive wooden doors leading into the
into their grotto. The grotto is roughly circular, 40 feet in diameter, and filled with water 20 feet deep. The surface of the water is 5 feet below the floor of area T4. A submerged tunnel connects
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Keelboats full of loot and stolen goods off-load their cargo here. The boat tied up right next to the landing is currently empty. The water in the boat basin is about 15 feet deep, although it naturally
warn Jolliver Grimjaw. He attacks immediately. If the fight goes badly, Shoalar flees by leaping into the river. If Shoalar Is Already Dead. If the characters already defeated Shoalar (see the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
instrument. When one of the nodules on its shell is tapped, the motion tickles the crab and causes it to exhale a burst of air through one of its coral pipes, producing a deep tone similar to that of a pipe
for colluding with a dragon. Each feigns innocence while blaming the other for conspiring with Iymrith to murder their mother and dispose of their father. If things go badly and the sisters have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, duergar, or deep gnomes). 20 This crystal isn’t a repository of memories, but a heightened mind crystal; see “Treasure” below. Reroll this result if the characters have already found this crystal
charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, Deep Speech, Undercommon, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency






