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                        Returning 35 results for 'deep intact are been'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     all expended uses at the start of each of its turns.
Chomp. The death tyrant makes two Bite attacks.
Glare. The death tyrant uses Eye Rays.Death Tyrant Lairs
Death tyrants often lurk deep in the
                                                
                                            
                                                
                                                     imperceptible, magical wave of negative energy in a 150-foot Cone. Creatures in that area canât regain Hit Points until the start of the death tyrantâs next turn. An intact Humanoid corpse
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.
Dark
                                                
                                            
                                                
                                                     two sons given to him by Marral, named Durth and Nildar.
Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
19
20
18
Every ten years, deep in the forests of Obojima, the rare irimbi caterpillar climbs to the highest branches to make a jade-green chrysalis in
                                                
                                            
                                                
                                                     which it transforms into an irimbi butterfly. The chrysalis feels like delicate rice paper to the touch, and finding one intact is almost impossible due to tree mites, which tend to make quick work of their favorite meal.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ", "rollType":"roll", "rollAction":"Spirit Gem"} days if her spirit gem is intact, reviving with all her Hit Points. The new body appears in an unoccupied space within her lair.Multiattack. Valindra makes
                                                
                                            
                                                
                                                     disastrous confrontations with enemies of her temporary allies, sheâs elected to keep her personal lair secret. Deep within her lair is a hidden reading room where she usually keeps her spirit gem
                                                
                                            
                                        
                                                    Orc
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     infirm. Orcs donât revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
                                                
                                            
                                                
                                                     three gods are a tribeâs raiders and ravagersâoften the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    Descent into the Lost Caverns of Tsojcanth  Jodie Muir  Deep in the Yatil Mountains lie the Lost Caverns of Tsojcanth, formerly occupied by the legendary archmage Iggwilv the Witch Queen. Though
                                                
                                            
                                                
                                                     Iggwilv is long gone, her lair is anything but empty. Demons, giants, and other formidable creatures haunt the perilous caverns, and the archmageâs magical defenses remain intact. The rewards for braving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Chapter 6: The Lost Caverns of Tsojcanth Deep in the Yatil Mountains lie the Lost Caverns of Tsojcanth (SAWJ-kahn), formerly occupied by the legendary archmage Iggwilv the Witch Queen. Though Iggwilv
                                                
                                            
                                                
                                                     intact. Iggwilv is rumored to have amassed a magical hoard of unsurpassed value, a trove of such fame that scores of adventurers have perished in search of it. Despite the decades since her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    D2. Damaged Balloon Looming above a ramshackle wooden pier is a balloon anchored by four thick ropes tied around wooden posts driven deep into the mire. The balloonâs bladder expands and sags at
                                                
                                            
                                                
                                                     of 15), and the bullywugs are in the midst of repairing it. The basket and the ropes that attach it to the balloon are intact and undamaged. For more information on Downfallâs balloons, see the âSwamp Gas Balloonsâ sidebar.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Eberron and the Multiverse It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but
                                                
                                            
                                                
                                                     the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
                                                
                                            
                                                
                                                     shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
 âHalt. You come before Diderius, ether walker and conduit of clairvoyance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
                                                
                                            
                                                
                                                     shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
 âHalt. You come before Diderius, ether walker and conduit of clairvoyance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . But it was the Great Forge that was the burning heart and true treasure of the city. Deep beneath the settled levels of Gauntlgrym, dwarven crafting and elven magic bound the slumbering primordial
                                                
                                            
                                                
                                                     laid miles of track traversed by mine carts propelled by enchantments woven into their wheels. Even after thousands of years, the tracks remain largely intact and the magic of the carts has not faded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
                                                
                                            
                                                
                                                     smashed on the floor. Fifty-nine of them remain intact, their ale preserved. Another three appear to be intact but are, in fact, three mimics placed here by Halaster. The three hide within 10 feet of one another and fight together.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect
                                                
                                            
                                                
                                                    
 Senses darkvision 60 ft., passive Perception 14
 Languages understands Deep Speech but canât speak
 Challenge 4 (1,100 XP)
 Amphibious. The chuul can breathe air and water.
 Sense Magic. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    General Features Each floor inside the Phylactery Vault has the following features. Dark Pools. A dark pool is 1 foot deep and difficult terrain. Any creature that starts its turn in a dark pool
                                                
                                            
                                                
                                                     released. The soul departs for the afterlife unless its body is intact and within 10 feet of the crushed gem.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     debris, indicating this was more than just a simple village. Nanny Puâpu If the characters explore the ruins of Mbala, read: The only structure still intact is a lone hut about a thousand yards
                                                
                                            
                                                
                                                     certainly be used in casting evil magic. Nanny Puâpu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     polymorphed gold dragon advisors. Treasure. Each tapestry is 20 feet on a side, weighs 25 pounds, and is worth 750 gp intact. 12c. False Hatchery Lava Curtain. A 30-foot-wide curtain of lava along one
                                                
                                            
                                                
                                                     wall drains into a pool 1 foot deep, 30 feet long, and 10 feet wide. A secret door stands behind the lava curtain, opening into area 12d. The characters canât open or pass through the secret door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Trench of Love Lost Locations The following locations are keyed to map 12.2.  Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
                                                
                                            
                                                
                                                     and to the sides of the platform are four deep, rounded alcoves.
 A spectral, armored figure with blazing emerald eyes appears from behind the throne and advances. âMore fools of Djaynai? Iâm the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Death Tyrant Lairs Death tyrants often lurk deep in the Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as
                                                
                                            
                                                
                                                     
  Cha  19  +4  +4 
   
 Skills Perception +12
 Immunities Poison; Charmed, Exhaustion, Paralyzed, Petrified, Poisoned, Prone
 Senses Darkvision 120 ft.; Passive Perception 22
 Languages Deep Speech
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     with a peculiar window display: One nearby shop stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters
                                                
                                            
                                                
                                                     painted purple, and every dusty knickknack on the shelves is dyed a deep violet. The hairless old gnome sitting cross-legged on the counter wears plum-colored robes. His cheeks are decorated with nine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     packed with leather-bound tomes, this room now lies in shambles. Ankle-deep rubbish covers the floor, the remains of the roomâs former furnishings. The homunculus (see âMaddgothâs Homunculusâ) stands amid
                                                
                                            
                                                
                                                     opened. Characters who smash the desk and chair can salvage twelve intact spellbooks, nine from the wreckage of the desk and three from the wreckage of the chair. The remaining books are too damaged to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    -tall iron statues of knights on horseback, poised to charge with swords drawn, stand in deep alcoves facing each other. The brazier sits between them.
 The two statues are iron golems. Each horse and
                                                
                                            
                                                
                                                    , and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
                                                
                                            
                                                
                                                     are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact.  Map 4.5: Aquarium and Prison A 10-foot-square area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     staff can be repaired with a mending cantrip. The first time the intact staff is held, it wails, âHelp! Thief! Criminal!â before its magic fades forever. If the wailing occurs here, the creatures in
                                                
                                            
                                                
                                                    , recessed stone tub 8 feet long, 4 feet wide, and 2 feet deep.
 Uktarl lies and cheats for fun, and he is quick to blame others for his failings as a leader. If he takes damage or sees any of his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     pillars carved to resemble spider legs support the balcony, which is enclosed by wrought iron railings shaped like webs.
 Alcove. A deep alcove to the south contains a large pile of humanoid bones
                                                
                                            
                                                
                                                     alerts the drow in area 30b. 11g. Southeast Palace Quarters This room resembles area 11c, except that the fireplace chimney is intact. The chimney has abundant handholds and can be climbed easily. After
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     ruins. Some of these items had magical properties until the Day of Mourning destroyed their magic. The storeroomâs notable treasures include the following: Art Objects. Clean tapestries, intact
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Twelve stone sarcophagi are packed into deep recesses in the walls. The plaster lid of each sarcophagus is carved in the likeness of a noble clutching a chalice that bears a symbol of the sun. The
                                                
                                            
                                                
                                                     floor, is a 3-foot-deep, 9-foot-diameter stone bowl filled with crackling flames. Three human cultists wearing red robes, devil masks, and wooden holy symbols of Asmodeus kneel before the statue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     an easy escape. A falling portcullis trap can be especially devious if it causes a portcullis to drop some distance away from the pressure plate that activates the trap. Although the trap is deep in
                                                
                                            
                                                
                                                     traps that leave intruders intact so the victims can be put to work in the mines or elsewhere. Trigger. A trip wire strung across a hallway is rigged to a large net. If the trip wire is broken, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    Warlockâs Crypt On the western edge of the Troll Hills lies an area of bizarre terrain: shattered rubble is strewn across the landscape, between and among mounds of upturned earth and deep furrows of
                                                
                                            
                                                
                                                     the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     other document in the Nine Hells is recorded, copied, and filed away in Maladominiâs archives. These storehouses are buried deep underground, so that they would remain intact if the layer is ever again
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     is 25 feet above ground level, with a crumbled 10-foot-high balcony (35 feet above ground level) and a 20-foot-deep pit (5 feet above ground level). Throughout Nangalore are inscriptions written in
                                                
                                            
                                                
                                                     garden. They ignore characters in boats, attack anyone in the water, and wonât climb up the stairs. The water flowing down the main concourse is only 1 foot deep, and the current isnât particularly strong
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     leading to this humid chamber.
 The shaft drops 120 feet to the surface of the murky water below, which is 30 feet deep. Water of Athis. The water of Athis (see the âPyramid Featuresâ section) fills the
                                                
                                            
                                                
                                                    . Fifty feet below the entrance, water gushes from an opening in the north wall and falls into the reservoir below, which is 30 feet deep. Before the curse befell Bakar, this silo used to teleport water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    .
 Two young remorhazes lurk at the bottom of the pool, which is 15 feet deep. Their tremorsense alerts them to the presence of intruders, and they attack immediately. The creaturesâ bodies heat the
                                                
                                            
                                                
                                                     rising from them.
 Each pool is 15 feet deep. Submerged in the northern pool is a full-grown remorhaz coiled around a cluster of eight remorhaz eggs, which look like oversized snowballs from a distance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     safely. Vent Gas. You vent the gas in the maintenance corridor (area S9), and a deep voice emanating from the console says in Gith, âGas vented!â The corridor remains clear for the next 24 hours, after
                                                
                                            
                                                
                                                     other crystal sconces keep the hall bathed in Bright Light. S20: Privy This room contains a pair of wooden benches, each one situated above a stone hatch that covers a 2-foot-wide, 30-foot-deep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     the Feywild. On a successful save, the creatureâs memories remain intact but are a little hazy. Any spell that can end a curse can restore the creatureâs lost memories. Time Warp. While time seems to
                                                
                                            
                                                
                                                     cherished memory or deep regret, then later find the stolen memories embodied in little figurines or lockets. A mischievous sprite might sneak up behind a character who is laughing loudly and steal their
                                                
                                            
                                        






