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Returning 28 results for 'defending immersed are bodies'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: mage hand, minor illusion
1/day: stinking cloudDuergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities.
Duergar
Duergar are
that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or
Monsters
The Book of Many Things
oppressively muggy realm known for the following regional effects:
Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s
atmosphere. Being immersed in water there doesn’t confer resistance to fire damage, and a creature that starts its turn in water takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence (Arcana) check reveals that this mist is ghost fog. The souls of the dead want the living to join them
. Every hour a ship is immersed in ghost fog, roll any die. On an even number, 2d4 hostile specters appear and attack those on the ship. If a humanoid creature dies in ghost fog, its spirit rises as a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Water Weird Servant of Primeval Magic Habitat: Underdark, Urban; Treasure: Any Serpentine nature spirits, water weirds protect pools, fountains, and magical bodies of water. In the water, these
condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Surge. Melee Attack Roll: +5, reach 10 ft
Orc
Legacy
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Species
Volo's Guide to Monsters
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
an amphitheater often revolve around deception. Great performances get audiences immersed in what they’re seeing, lowering their defenses and allowing pickpockets and spies to work. Backstage, the
performers and staff hide stolen goods and even bodies in plain sight among legitimate props, and they craft disguises for use outside the theater. Theaters make great settings for social adventures. In a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Tortles Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: “We wear our homes on our backs.” Consequently, tortles feel little need to
primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
one elite warrior for every ten drow warriors. In addition, an estate holds 3d12 drow nobles and scores of slaves, 10d10 of which can be pressed into defending the house. These fighting slaves are
characters encounter the parade as it meanders along the boulevards of Qu’ellarz’orl. Dozens of naked and chained slaves form the parade, their bodies painted with dyes and perfumes. Leading the slave parade is a drow noble, while order is maintained by 4d6 drow warriors in full ceremonial house regalia.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
see the many centuries afforded to them as too short a time to risk wasting even a single day in indolence. Moradin crafted the dwarves’ sturdy bodies, giving them the strength to work for long periods
centuries, but the same inflexibility can bring problems when applied to the unpredictable dangers of the world. A clan might continue to depend on the same plan for defending its stronghold that has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, leaving the drow to fight Halaster and his minions alone. The Mad Mage rounded up the remaining dark elves, trapping some of their souls for use in his dark magic, while twisting the bodies and
guardians in Undermountain. Populating and defending the dungeon became an obsession. Over time, the mage’s preoccupation with Undermountain electrified his eccentricities and infused him with an air of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
river presents. Merely tasting or touching its waters causes most creatures to become stupefied, and drinking fully or being immersed for too long can render that condition permanent, robbing a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
known for the following regional effects: Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s atmosphere. Being immersed in water
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
origin. For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order. Fighter d6 I became a fighter because … 1 I wanted to hone my combat skills
fighting, and I refined my talents by defending myself against people who crossed me. 6 I could always pick up just about any weapon and know how to use it effectively. Monk d6 I became a monk
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
twisted will, defending the interior of the colossus and giving voice and form to the docent’s otherwise disembodied intelligence. A Deadly Dungeon. House Cannith’s artisans lined the interior of each
that was under attack. A Grisly Tomb. Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
” section plays. R2: Crypts This long chamber blazes with violet flame. The walls are lined with alcoves, within which lie bodies wrapped in yellowed cloth. A brazier rests at the end of the hall. A
the “Visions in Fire” section plays out. Burial Alcoves. Fifteen forgotten Knights of Solamnia are buried here, each with their now-rusted plate armor and longsword. If any of the bodies are disturbed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
minds.
14. Unfinished Guest Room Dark green tiles cover the floor and ceiling of this room, forming an incomplete mosaic that depicts sahuagin warriors defending an underwater city from a tentacled
dwarf and the human were part of Elmo’s adventuring party; their bodies have been stripped of gear. A character who makes a successful DC 14 Intelligence (Investigation) or Wisdom (Medicine) check
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 1d12) searching for an advantage against a rival kraken
10 2 water elementals (attitude: 1d10) diligently making furrows in the sand using their bodies, creating a sprawling pattern
11 2
characters could fulfill
9 1 cadaver collector† (attitude: 1d8) gathering bodies destined to become a flesh colossus (described in chapter 6)
10 1 retriever† (attitude: 1d6) searching for a thief
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
floor. The first 40 feet of the climb require a DC 10 Strength (Athletics) checks, but after that, the DC is 15. Corpses. The bodies on the floor include a water cultist (the figure with the crab-shell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
boxed text to describe the room to the players: Lying on the floor of this otherwise empty room are the pale bodies of three humans in filthy black robes, arranged in a triangular formation. A lit torch
their robes. Any character who watches the bodies carefully can determine that they’re alive with a successful DC 10 Wisdom (Insight) check. The necromites leap to their feet and attack when any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
member steps on it. Rules for the hunting trap are presented in chapter 5, “Equipment,” of the Player’s Handbook. Needle Blights Hunched figures lurch through the mist, their gaunt bodies covered in
. The revenant is clad in tattered chain mail that affords the same protection as leather armor. The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tragically wrong when hundreds of undead swarmed out of the jungle and overran the camp. Only a handful of warriors escaped from that slaughter. No bodies remain in the camp; the remains of everyone who
died defending it have either been buried by the second wave of templars (now at Camp Vengeance) or dragged away by jungle scavengers. When characters arrive, the camp is being watched by a party of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families
parts of their bodies with mechanical devices that they control through their psionic abilities. Duergar Despot
Medium Humanoid (Dwarf), Any Alignment
Armor Class 21 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to well-known organizations like the Harpers or Red Wizards of Thay, the symbols of those groups can be found among the corpses. Treasure. Gremorly left treasure on the bodies of his victims to lure
being surprised by the behir when it attacks. The behir fights to the death, defending its hunting grounds. 13: Library Three phase spiders lair in this room and attack any creature that enters. This
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-changing sky and the setting sun can be seen and contemplated. Along with the setting sun, images of clouds are a major motif for followers of Labelas, who often tattoo such designs on their bodies or
of their own and donate them to shines in his honor. Despite Labelas’s influence in the Seldarine, elves can become psychologically immersed in their mortal incarnations, forgetting about the tick of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cruelty, such as by refusing to kill the elders, defending them, or doing nothing whatsoever. The Test Ends. After 1 hour, everyone with a symbol of Auril hovering above their head is teleported back
that a massacre took place here recently. You hear the squawking of buzzards coming from the middle of the camp and see a half dozen vultures picking at two bodies outside one of the larger tents
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
secret doors leading to its vaults hidden by clever mechanisms and cleverer magic. Mike Schley The Seatower of Balduran In addition to defending the city, the Seatower also serves as the local
. For the past six months, bodies have been appearing in the alley just behind the halfling’s café. More than a dozen have appeared so far, never with any witnesses as to how they go there. The victims
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
mechanisms and cleverer magic. In addition to defending the city, the Seatower also serves as the local prison of Baldur’s Gate. Three levels of dungeons extend beneath it, the lower two below sea level
halfling commoner, ever intended. For the past six months, bodies have been appearing in the alley just behind the halfling’s café. More than a dozen have appeared so far, never with any witnesses as to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
detect magic spell reveals an aura of transmutation magic emanating from the sludge, which comes from the Abyss. Any Humanoid that starts its turn wholly or partly immersed in the sludge must make a DC
the characters around, defending them when needed, and can easily be persuaded to use his flame tongue sword to destroy Iggwilv’s Cauldron. Neither Kelek nor Zargash will threaten or harm the






