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Returning 35 results for 'deep intended are been'.
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Magic Items
Dungeon Masterâs Guide
A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came
Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere
Axe of the Dwarvish Lords
Legacy
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Magic Items
Dungeon Masterâs Guide (2014)
Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep
Depths
You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconomicon How do the mindsets of red dragons and gold dragons differ? Where do they prefer to build their lairs, and what allies do they favor? This chapter, intended for the Dungeon Master
dragon
Crystal dragon*
Deep dragon*
Dragon turtle
Emerald dragon*
Faerie dragon
Gold dragon
Green dragon
Moonstone dragon *
Red dragon
Sapphire dragon *
Shadow dragon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Silken Paths The Silken Paths are a network of spider webs crisscrossing a 500-foot-deep, 2,000-foot-wide chasm that stretches for nearly five miles. The major strands of the webs are traversable
as well as climb and cross over several strands to reach their intended destination. This is quite hazardous, but there simply isnât any easy way around the chasm. The characters can easily get lost in the mass of strands stretching across the chasm unless they have help.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge.
âBigby
This chapter, intended for the Dungeon Master, presents giant enclavesâlocations created by giants, controlled by them, or otherwise stemming from giants and their magic. Each
Ashen Grotto
Dreamerâs Reach
Endless Rockslide
Forest Crystal
Forsaken Deep
Galeâs Eye Tower
Grolantorâs Larder
Hiateaâs Hearth
Horizonâs Edge
Howling Iceberg
Karontorâs Hold
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
enter the Border Ethereal. The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.
is limited to 60 feet. The planeâs depths comprise a region of swirling mist and fog called the Deep Ethereal, where visibility is limited to 30 feet.
Characters can use the etherealness spell to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
hydra could still destroy every human city unless it was immediately contained. Together the gods trapped the hydra inside a cavern deep under the Nessian Forest.
âJenna Helland, Godsend
Arasta of the
âlegendary beings intended to serve as peerless threats. It also includes lore relevant to monsters from the Monster Manual that appear on Theros.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melfâs acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Episode 6: Showdown with the Six THE DRAN & COURTIER The characters (now 6th level) have learned that the Orrery of the Wanderer channels magic even more powerful than intended by its creator, the
been subsequently bested, the characters can open a final door leading to a dark series of dimensional caverns â and the lair of an ancient deep crow. That terrible creature is sure to defeat the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
scaladar through a variation of the simulacrum spell that uses rust as a component instead of snow. The arch is still months away from completion, and thereâs a good chance it wonât function as intended. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
expansions intended to lure larger merchant vessels into the port. Two primary piers are used to load and unload large ships, while a series of smaller ones accommodate humbler vessels. This part of Saltmarsh
smugglers from beyond this world who can sell you anything youâve dreamed of. 10 Itâs only a matter of time before the dwarves dig too deep and unleash something horrible.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individualâs leader. By these signs, neogi can identify each otherâs place in
darkvision 60 ft., passive Perception 13
Languages Common, Deep Speech, Undercommon
Challenge 3 (700 XP) Proficiency Bonus +2
Mental Fortitude. The neogi has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane. Border Ethereal From the
fog called the Deep Ethereal, where visibility is usually limited to 30 feet. Characters can use the Etherealness spell to enter the Border Ethereal. The Plane Shift spell allows transport to the Border
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
gravity doubles the distance creatures can jump. However, any creature that jumps must make a DC 14 Strength (Athletics) check. On a successful check, the creature lands in the intended spot. On a
failed check, the creature lands 5 feet away from its intended spot and is suspended in the areaâs strange gravity. Suspended creatures are restrained until they use an action to pull themselves onto a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to dwelling in the libraries inside his iron palace. He employs a network of spies and informants to watch over anyone that might threaten him, a measure of his deep paranoia. Dispater has created an
of an imp. The imp wears a leather vest that conceals the message, and the laces of the vest are knitted into the impâs heart. If the vest is removed by anyone other than the intended recipient, that
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano
your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You canât use this property again until 3 days have passed. Curse. The axe bears a curse that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
gang of kenku killers haunts your trail and your nightmares.
5 It seemed like buried treasure â a collection of strange, topaz-eyed statues hidden deep in the Riverveins. You absconded with them
you have. Multiple dangerous groups have approached you to buy it, and will be offended if you sell to anyone else.
5 What you stole belonged to someone other than your intended mark. Now a
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
your trail and your nightmares. 5 It seemed like buried treasure â a collection of strange, topaz-eyed statues hidden deep in the Riverveins. You absconded with them, but now the smugglers who stole
anyone else. 5 What you stole belonged to someone other than your intended mark. Now a deadly organization such as the Guild is after you. 6 You were caught! The owner demands their propertyâs return, threatening death or worse, but itâs already been taken from you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools
beneficial property 2 minor detrimental properties Travel the Depths. You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, blinking at you.
Entering the tent costs 1 ticket punch. The veil between the Material Plane and the Feywild is thinnest inside this hall of magical mirrors, and the door to Prismeer lies deep
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
making devices of exceptional power, even if one might not work at first the way it was intended to. The gnomes know that itâs always possible for someone else to learn from an inventorâs mistakes, so
emerge (for meals or other reasons), they are often deep in thought and oblivious of their surroundings. In the safety of the burrow, they seldom come to harm because of this vulnerability. But even city
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
absence of authority is foolishness. Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the
)
WIS
12 (+1)
CHA
15 (+2)
Skills Intimidation +4, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Deep Speech, Undercommon
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
, 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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
books for several scholars at the same time, Ramilir guesses that he must have accidentally taken The Scrivenerâs Tale instead of a book intended for another scholar, then placed the unrecognized tome in
crowns, wisdom was preserved in deep places. In that depth was a great deed done, the quill named, and the scrivener showed his cunning.â
Great Reader Teles Ahvoste Teles Ahvoste (a human archmage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strongholds and tame the territory, they raised their keeps over each of the known access points leading to the ancient dwarven ruins. The adventurers feared something in the deep caves below the
Sumber Hills, and they intended to set a permanent watch over the area. History didnât cooperate. A generation or two after the Knights of the Silver Horn established their strongholds, an orc horde swept
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their puny relatives. In the worlds of Dungeons & Dragons, the story of the giants is a tragic one that echoes this whole range of fantasy and myth. Begotten by the mighty god Annam, who intended them
encounters with Diancastraâwho is no less than a daughter of Annam, the All-Father of the giants!â opened my eyes to the glories, the deep magic, and the wisdom of these ancient people.
Iâve asked
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Version M1. Main Tunnel The mine is dark and damp, and you hear the sound of dripping water echoing from deep within. The light fades faster than it should as you move deeper, until youâre wrapped in
the end has odd divots and alcoves within the rock at various heights.
This tunnel ends abruptly. The miners intended to keep digging here, but it was abandoned after the collapse occurred. M4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tense negotiation with drow, ending with the beholder agreeing to allow the drow safe passage through âthe Vast Obliviumâ in exchange for help ridding its lair of a deep gnome infestation 2 Chasing
to determine the nature of the creatureâs madness. If cured of its madness, the creature behaves in accordance with its alignment. d4 Encounter 1 1 deep gnome 2 1 drow 3 1 duergar 4 1 stone giant
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
demise for some nefarious purpose, such as to feed souls to a lichâs phylactery. Lair. A lair is a place where monsters live. Typical lairs include ruins and caves. Maze. A maze is intended to deceive
. An abandoned mine can quickly become infested with monsters, while miners who delve too deep can break through into the Underdark. Planar Gate. Dungeons built around planar portals are often
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
enter the keep.
Gatehouse Features The gatehouse has the following features:
Drawbridge. The keepâs first line of defense is a steep ditch, 10 feet wide and 10 feet deep, in front of the fortress
job intended for the party. The characters donât have to complete a quest at a location to benefit from its services. Unless stated otherwise, the characters can decline a quest; they can always
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its
Intimidation +4, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Deep Speech, Undercommon
Challenge 3 (700 XP)
Mental Fortitude. The neogi has advantage on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. After that, the beneficiary suddenly experiences the opposite of the intended effect of the ritual, which transforms the creature into the dark reflection of its initial desire. For example, those
visions of Sune. Her deep-seated insecurity over serving the god of beauty was her downfall. Hoping to develop more confidence in her role as a priest of Sune, she was drawn into a bargain with the hags
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to have enough boats on hand to carry most, if not all, of the garrison to safety in case the camp is overrun. Thatâs seldom the case. 2. Gatehouse The camp is ringed by a 20-foot-deep ditch lined with
the gatehouse day and night. The rampart under the palisade impedes the campâs drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes






