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Returning 35 results for 'deep scores'.
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deep score
Monsters
Monster Manual
devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Strength, Dexterity, Wisdom Feat: Skilled Skill Proficiencies: Athletics and Sleight of Hand Tool Proficiency: Weaver's Tools Equipment: Choose A or B: (A) Dagger, Weaver's Tools
that would have you. Since then, you’ve traveled the Vilhon Reach. Though you’ve never sailed more than a few dozen leagues from land, you make up for it with deep local connections and the breadth of your experiences.
Monsters
Ghosts of Saltmarsh
the kraken’s next turn.Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it
identical to the control weather spell.
Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
Aquatic
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its
understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the
Species
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
Species
Mordenkainen Presents: Monsters of the Multiverse
; oceans, protecting the surface from terrors in the deep. Over time, triton have extended their stewardship over the sea floor to the ocean’s surface.
Tritons have webbed hands and feet, small
you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and
Ancient Copper Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its
. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use
Species
Mordenkainen Presents: Monsters of the Multiverse
without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Firbolgs can live up to 500 years.
Creating Your
creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
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
these threats defy imagination. 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. This supplement
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->Ghosts of Saltmarsh
menaces from the deep both count as passengers. Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can’t move — or might even start taking on water — if its cargo exceeds this
vessel can move each round. Ability Scores A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a ship
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
12. Warriors’ Tomb This cave, open to the sky, has 150-foot-high walls with scores of natural, moss-covered ledges and overhangs. Firelight spills from an opening at the top of a 30-foot-high ledge
in the northwest wall. Beyond this ledge is another cave (area 15D) that can be reached by ascending through a tunnel in the northeast wall. A 5-foot-deep pool of rainwater stands in the middle of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
background you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit
which ability scores. Look for your class’s primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Soldier Dexterity Criminal, Soldier Constitution Criminal, Sage
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which
ability scores. Look for your class’s primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier Dexterity Artisan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Close examination reveals two or more pinpricks of silver light deep inside the sphere. A professor orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on
the alignment table in the “Sentient Magic Items” section in chapter 7 of the Dungeon Master’s Guide. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew
blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Deep Speech but can’t speak, telepathy 60 ft.
Challenge 2 (450 XP)
Detect Sentience. The intellect devourer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
and circle around to warn the goblinoids in area 23 of intruders. The bugbears know the perils of the western tunnel (area 21) and avoid it. Characters whose passive Wisdom (Perception) scores equal or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Deep Speech but can’t speak; telepathy 60 ft.
CR 2 (XP 450; PB +2)
Traits
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that
intellect devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
text aloud, modifying it accordingly if Endelyn is present: Scores of wooden marionettes hang from the ceiling of this oddly shaped room, the floor of which is strewn with old play scripts. Near the
entrance are two alcoves, one containing a bare table, the other holding a wooden chest with tiny, clawed feet. Deeper in the room, you see a wicker basket surrounded by miniature toy birds.
Scores of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Yggmorgus. A 20-foot-high crescent-shaped ledge hugs the cavern wall and gradually slopes down to the lower basin. The ledge is covered with a carpet of moss and fungi, scores of variously sized lumps, and
, almost as if in delight. Characters who descend to the cavern’s lower basin witness the next spectacle of unspeakable horror spawned by the Lady of Decay. Mad Dance Scores of deformed creatures dance
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, allow you to travel more swiftly. Pace Distance per Minute Distance per Hour Distance per day Effect Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores Normal 300 feet 3
dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain. You move at half speed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to pass through it normally. This room contains the following: Tapestry. A blood-spattered tapestry hanging on the west wall depicts scores of demons and devils locked in battle. (A secret door hidden
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Encounters in the Crypt The following descriptions correspond to areas marked on map 3.3. The entire crypt is terribly cold and wreathed in ankle-deep mist. All rooms and passages in the crypt are 10
(Perception) scores of 15 or higher spot a secret door within 5 feet of them. Otherwise, a secret door can be found by a character who examines the surrounding wall and succeeds on a DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the sea, they’re not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own. (RYAN PANCOAST) Born of
the Sea Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and through them come horrific fiends that scream, shriek, and howl as they are wrenched from the Abyss and cast into the Underdark.
A woman’s deep, dark laugh echoes in your mind as the drow wizard
Lord. A deep gnome spurned by others of his kind weeps as he wanders the dark tunnels, talking to the things that crawl and seep from the walls. You see him adopt two slick patches of ooze, sensing his
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
carry the cult’s contraband on their backs along this portion of the trail, and their tracks can be plainly seen where the path crosses wet ground. Much of the path is through mucky, cold, knee-deep
knows for sure, so their approach is more cautious if they smell smoke. In that case, characters with passive Wisdom (Perception) scores of 10 or higher notice the approaching lizardfolk canoes before the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Stone Tooth When the characters set forth on their journey, read: As you travel north from the mining town of Blasingdell, you pass through brooding pine forests and deep vales. From where you
) The Mountain Door. This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
detect it and set out for the source can feel it guiding them toward the downed nautiloid. The signal is a sequence of words in Deep Speech with a buzzing undertone. Any creature that understands
Deep Speech and is sensitive to the signal can translate the message: “Nautiloid down. Emergency protocols enabled. Crew safe, but vessel imperiled. Psi crystal needed. Come at once.”
The Crash Site As
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ornaments from the eaves. Scores of ravens are trapped in each one. They squawk and flutter their wings excitedly as you approach.
Map 10.2: Baba Lysaga’s Creeping HutView Player Version Baba Lysaga
spell. Baba Lysaga refers to the child as “Strahd” and created the illusion out of madness, because she considers herself a protective mother. Beneath the hut’s rotting floorboards is a 3-foot-deep
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carved with unerring precision, their ceilings soaring scores of feet overhead. Towering statues of dwarven gods and heroes stood vigil over chambers and thoroughfares, the least of which was wide
. 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






