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Returning 34 results for 'defeat imbued are broad'.
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defend imbued are broad
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Location Overview Fheralai Stormsworn, champion of the cult of Talos, commandeered this galleon from the dread cultist Ularan Mortus. The ship is imbued with the undead spirit of the death knight
the bottom of the Sea of Swords.Fheralai’s failure to capture Leilon and defeat Ularan Mortus has also angered Talos, and the Stormlord means to punish them.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
creature with eyestalks and a watchful central eye tends bar in this establishment. Filling one side of a table meant for six is a broad-chested, hippo-headed man with a green parrot perched on one
avenge the defeat of Captain Azmadian and the Dark Star by killing the characters in the streets. Gadaric Main, the proconsul to Prince Andru of Bral, has given these emissaries diplomatic immunity. As a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
concentrating his magic in an effort to defeat the characters.) If Phenex is defeated, any remaining worshipers immediately cease chanting and collapse into exhausted unconsciousness. Once a character is freed
safely requires a successful DC 14 Dexterity check using thieves’ tools, jeweler’s tools, or tinker’s tools. In addition, Tarnhem’s flaming whip and lightning-imbued longsword have also been worked
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
resides there permanently. Over time, the captains have customized their towers to suit their personal hobbies and research interests. North Tower. The tower nearest the Dome of the Sun is imbued with magic
knights can work together to learn how to defeat it. Library Tower Across the Solar Bastion from the Dome of the Sun, the graceful spire of the Library Tower rises higher than the Towers of Day. Inside
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
make two unarmed strikes (+9 to hit, reach 10 ft., one target). On a hit, the giant deals 13 (2d6 + 6) bludgeoning damage. The rampage happens in a broad plaza, so there is plenty of space for the
on the check.
XP Awards Divide 1,740 XP equally among the characters if they cooperate with the guards to defeat the two-headed stone giant.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in Xanathar’s Guide to Everything
Moradin The father of the dwarves crafted his children from metal and gems and imbued them with souls as he cooled them with his breath. Moradin is the master of
foes. Clangeddin encourages dwarf warriors to venture out of the stronghold in search of foes to defeat. He particularly hates goblinoids, giants, and dragons. He compels his followers to seek out and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the Dreadwood. Years ago, the knights of Keoland helped the denizens of the forest defeat an incursion by cultists worshiping elemental evil fire. Since then, the elves, the treants, and the crown of
allowed inside the gates without supervision. The mine is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
Far Realm As the ritual approaches its end, the magic imbued into the orrery components senses the presence of the characters and works to thwart them. Drawing from the franchise’s collective
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Adventure Models Giants serve as adversaries in many D&D adventures, but that’s not the only possible role for them in your game. This section outlines five broad categories of adventures, including
fallen. Giant-Sized Schemes Giants are mythical creatures, descended from a god and imbued with the raw energy of the Elemental Planes. But they’re also people whose relationships, ambitions
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
by Pral’s band. If the characters defeat Pral and his band, they find a sack that contains 20 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine
the item.
Magic Items. Some treasure entries contain magic items, objects imbued with arcane might. Whenever a player character finds a magic item, roll on the Magic Items table in appendix A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magic. The door is airtight and imbued with a dimensional lock that prevents characters from teleporting through it. It is impervious to damage, and its magic cannot be dispelled or dismissed by
those masters long gone, the characters must now defeat the combined forces of the library’s guardians to claim the keys. Zyrian knows that the guardians are summoned when any damage-dealing spell is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
council, he is the Open Lord of Waterdeep, the Lord Protector of Neverwinter, and leader of the Lords’ Alliance. He looks the part of such an impressively titled figure: tall and broad-shouldered, with a
present at the Council of Waterdeep as the alliance’s nominal representative for Daggerford. That small settlement can contribute little to the effort to defeat the Cult of the Dragon, however, and in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
, isolated tomb opens up at the end of a flight of broad stairs off the open central area of this level. The body of a young woman lies on the bier, a gleaming greatsword at her side.
Years before the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
council, he is the Open Lord of Waterdeep, the Lord Protector of Neverwinter, and leader of the Lords’ Alliance. He looks the part of such an impressively titled figure: tall and broad-shouldered, with a
present at the Council of Waterdeep as the alliance’s nominal representative for Daggerford. That small settlement can contribute little to the effort to defeat the Cult of the Dragon, however, and in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
broad range of subjects. Six of the tomes in her library are of considerable worth (see “Treasure”). These valuable tomes are kept on the highest shelves, 25 feet above floor level, and are enormous
conch in her tower bedchamber (area 33), though he doesn’t know exactly where. If the characters seem intent on running amok, Thullen tries to defeat them quickly for the good of his family, calling on
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
council, he is the Open Lord of Waterdeep, the Lord Protector of Neverwinter, and leader of the Lords’ Alliance. He looks the part of such an impressively titled figure: tall and broad-shouldered, with a
present at the Council of Waterdeep as the alliance’s nominal representative for Daggerford. That small settlement can contribute little to the effort to defeat the Cult of the Dragon, however, and in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following boxed text if Okuzor fled here from area T5: This huge chamber is edged by a broad floor surrounding a sunken lower-level gallery, reached by way of sloping ramps. The center of the lower
, saying that she has already seen their defeat written in their past and future. As you like, she can share key details from your campaign’s past to indicate that she has been watching the characters—and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
another pillar each round thereafter, until eight undead have appeared. The undead don’t leave the room. Pillars of Shadow. The pillars here are imbued with necromancy magic. An undead creature that
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
retrieve empty buckets stacked there. Arch of Blades. The 3-foot-thick, 15-foot-diameter arch is a former trap imbued with enchantment magic. The Red Wizards suppressed the magic, but they couldn’t
Culling Pens. 69. Spawn Cavern Broad, circular pools are spread across this cavern, each filled with dark goo. The area smells of blood.
Creatures. One Red Wizard transmuter (see appendix B
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of
goblin hid the figurine here, hoping his fellow goblins wouldn’t steal it. A detect magic spell reveals that the statuette is imbued with divination magic. A non-evil creature grasping the statue can ask
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead
figurine here, hoping his fellow goblins wouldn’t steal it from him.
A detect magic spell reveals that the statuette is imbued with divination magic. Any non-evil creature grasping the statue can ask it a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Giant. They relate the same information as Heldalf, but add that they wish Ralvald would give up his impossible quest to defeat Challidax. D5: Ralvald’s Retreat A wide river crosses this cavern
yawn four broad alcoves, each plugged with a block of ice entombing a frozen creature.“Worthless glass!” comes a voice like a splitting glacier. At the room’s center, a towering white dragon lets a rain
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
area 2 without alerting the archers. If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from area 14 and reinforced
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here wander the ruins. The power of the air node imbued them with elemental energy, so their attacks deal lightning damage instead of necrotic. They attack any creature that enters the cavern. N6
spellcasters. Aerisi refuses to flee at this point, and trying to do so through the air portal with Windvane would be disastrous. When the characters defeat her, she vanishes in a scream of wind, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters enter this area: A shallow meditation pool fills this room, set off from a broad landing edged by a low wrought-iron railing. Wondrous frescoes along the walls depict souls gaining the blessings of
defeat the minotaurs, they can carry Ravengard back to the High Hall. If Gideon has not been destroyed, he might question the characters as they leave the chapel or the cemetery. See area G4 for
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
two. V29. Prison Read the following boxed text when the characters open the door to this room: A broad-shouldered figure with purple skin and a beard of writhing snakelike tentacles stands in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
crosses the threshold into this room. The walls here consist of worked stone, but the thirty-foot-high ceiling of this broad chamber features rough rock hung with jagged stalactites. Seams in the floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
gray mist.
In the center of the chamber is a black gate.
Fiendish Skulls. The fiendish skulls are imbued with powerful magic. When any character steps into a skull’s mouth, macabre laughter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
details.) Raw Oztocanite. Chunks of oztocanite (the giant’s magic-imbued remains) are gathered into crates around the room. A fist-sized chunk of oztocanite can be used as a spellcasting focus that
Onyx Scar’s resident spellcaster and has cast greater invisibility on himself. If the characters defeat the golem, Edino hides until he can sneak to area X19 and alert Aminta. Edino’s Experiments. Edino
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
text to begin the answering ceremony: The curtains at the far end of the room part, and a red-robed human man enters the hall. He has broad, hunched shoulders, and his forearms are covered with starry
library (see area H5 earlier in this adventure), he uses those to quickly calculate the star’s point of impact. Piyarz. Shalfey explains that Piyarz attempted a coup. Shalfey asks the adventurers to defeat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
coming out of them. The other two hold armfuls of tiny crimson candles.
Thick creepers with broad leaves encroach on the kitchen through a partially open door in the middle of a concave wall. The
determined to defeat the League of Malevolence before it can cause any more mischief. He volunteers an explanation of how Valor’s Call came to the palace (see “Fall of the Witch Queen” earlier in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gates. Like the spokes of a wheel, broad, straight avenues lead from each gate to the Bell Market at the city’s center. The streets are clean and wide enough to accommodate large caravan vehicles
giants return and signal the ship to send a punt to shore. If no punt is available, the giants swim to the ship to find out what happened. Treasure Characters who board the ship and defeat the giants
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat






