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                        Returning 24 results for 'defense inhabited are bare'.
                    
                
                        
                            
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                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , and only half damage if it fails. It can't use this trait if it's incapacitated.
Unarmored Defense. While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom
                                                
                                            
                                                
                                                    . Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Feathergale Spire In the Sighing Valley stands Feathergale Spire, the Haunted Keep inhabited by the Feathergale Society, Waterdhavian aerial-mount enthusiasts who have pretensions of nobility. They
                                                
                                            
                                                
                                                     call themselves Feathergale Knights. Secretly, the knights are dedicated to Yan-C-Bin. They occupied the keep when the air cult established itself in the dwarven ruins beneath the Sumber Hills. The knights serve the cult as lookouts, messengers, spies, and a first line of defense.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Inner Blingdenstone Population: 300 deep gnomes (svirfneblin)
 Government: Work collective led by Dorbo and Senni Diggermattock
 Defense: Militia, summoned earth elementals
 Commerce: Salt
                                                
                                            
                                                
                                                     Blingdenstone, omitting the second paragraph if they arrive unescorted. You leave the dark tunnel behind and step into what looks like another world. These aren’t sinister drow caverns or harsh, bare stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also
                                                
                                            
                                                
                                                     Corruptor. Dolgaunt
 Medium aberration, lawful evil
 Armor Class 16 (Unarmored Defense)
 Hit Points 33 (6d8 + 6)
 Speed 40 ft.
   STR
  14 (+2)
 
  DEX
  18 (+4)
 
  CON
  12 (+1)
 
  INT
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , sparsely inhabited part of Ravnica far from the political activity of the Tenth District. The Simic guildhall, Zameck, is located in Zonot Seven within Precinct Five of Ravnica’s Tenth District. A huge
                                                
                                            
                                                
                                                     tend to interpret the Holdfast as being about defense and security, and the Upwelling as a call for sudden, disruptive growth. As befits members of a guild of scientists, the Adaptationists’ preparations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    ’ pets, but the gnomes treat them more like trusted neighbors. When strangers approach a woodland inhabited by forest gnomes, the gnomes often know about it while such visitors are still miles away
                                                
                                            
                                                
                                                     community — designing longer-lasting or larger-scale illusions that help the community stay hidden from the world. Gnomes use illusions for practically any reason — as a game, for defense, or for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     inhabited dungeon might have light sources. In subterranean settlements, even races that have darkvision use fire for warmth, cooking, and defense. But many creatures have no need of warmth or light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     defense of Goldenfields. Stationed at each post are thirty scouts (NG males and females of various races and ethnicities) two-thirds of whom are on duty at any given time. The rest are asleep in their
                                                
                                            
                                                
                                                     town is home to three young treants. If the town or the abbey comes under attack, their job is to animate nearby trees and aid in the town’s defense. The grove is also home to an awakened tree named
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , and now the emissaries have grown anxious waiting for his answer. Both emissaries show evidence of their (false) interest in currying favor with House Freth by coming to its defense if Spiderwatch Keep
                                                
                                            
                                                
                                                     lectern stands bare in the middle of the room. At the foot of the lectern sits an adamantine chest with spider-shaped handles.
 Treasure. The cape hanging by the door is a splendid garment worth 250 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     Features”) from a slot in its body, hands the card to them, and indicates that it has no other information or treasure to offer. The duodrone fights only in self-defense. S5: Library A roughly
                                                
                                            
                                                
                                                     attack. They are otherwise Indifferent toward intruders and fight only in self-defense. They know Modron and Common Sign Language. Treasure. The four real crates contain goods the githyanki left
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
                                                
                                            
                                                
                                                     following description serves for any one of them. This bare, cell-like room contains a plain wooden table and chair, a straw mattress, and a small wooden chest.
 The furniture varies slightly from room to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , their wings wrapped tightly around their bodies. If the characters try to climb the tower, the bats attack. The bats otherwise fight only in self-defense or at Wyllow’s command. At the base of the tower
                                                
                                            
                                                
                                                     memorialize them with this ghastly ossuary, the walls and ceiling of which have humanoid skulls and bones cemented to them in decorative arrangements. A few bare patches have yet to be filled. Secret
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     is bare except for a large, wooden chest. The ostentatious chest’s dark walnut planks shine, and its iron straps are gilded with a thick sheet of gold leaf. An iron padlock crafted in the shape of a
                                                
                                            
                                                
                                                     investigating the walls can tell that they are hollow by succeeding on a DC 17 Wisdom (Perception) check. Behind these walls stand four defense sentinels bound to the graymatter engine (each uses the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     completely submerged. It has no trouble pursuing prey that plunges over the waterfall to the east. Reinforcements. The kuo-toa in area P5 come to the aboleth’s defense if they aren’t already dead. Treasure
                                                
                                            
                                                
                                                     weak and disobedient cultists inside the cage in a ritual meant to strengthen them. The cultists attack if the characters free them, using bare hands until they can seize weapons. They surrender if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint
                                                
                                            
                                                
                                                    .
 Scattered about the room are hundreds of rotting severed feet from countless types of humanoids. All the feet are bare. Despite the horrid wounds that severed the feet, you see no blood anywhere.
 Creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Bavlorna’s shoddy, home-stitched garments. The other one is bare except for an ugly, black pointed hat that is, in fact, a darkmantle. It attacks anyone other than Bavlorna who touches it. If it makes
                                                
                                            
                                                
                                                     Toes serves Bavlorna as a chef and butcher. The hag has forbidden the redcap from attacking or murdering guests, so Bloody Toes fights only in self-defense. The redcap despises everyone and everything
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     enemies.  Map 3.10: Gundarlun and Ruathym Sea of Moving Ice The sea west of Icewind Dale is a maze of shifting ice sheets and icebergs. A few frozen islands are inhabited by Ice Hunters, a group of
                                                
                                            
                                                
                                                     dwell in the High Moor and demand tribute several times a year. Secomber has no defense against the Urshani. Its residents give the hobgoblins food, homemade ale, and ore to retain their freedom. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . They fight only in self-defense. They are apprentice wizards (see appendix B), with these changes: They are neutral. They have these racial traits: Their walking speed is 25 feet. They have advantage on
                                                
                                            
                                                
                                                     with leather straps, are two humans (commoners) dressed like homeless men. One looks dead, and the other gibbers like a madman. The third table is bare except for an area of sticky blood at one end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the hold while the traders are present, one of the larger buildings is inhabited by Klax (chaotic neutral cambion) and eight traders (commoners). The traders are indifferent to the characters
                                                
                                            
                                                
                                                     from the outside. Inside, a pile of sackcloth and bones lies in one corner of the otherwise bare room, and the air is thick with the stench of filth. Sobbing on the filthy mound is an ogre wearing a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , rising to a vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow.
 The hot spring has magical restorative properties that were used by the ancient duergar who inhabited the
                                                
                                            
                                                
                                                     larger vault. Hjoldak knows the location of both stashes as well as how to open them. The bed frame’s compartment was used to store weapons and other means of defense in case of an emergency. A character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     hearing what the “small folk” have to say. Watching the visitors are two storm giants wearing helms. If Mirran and Nym are attacked, these royal guards rush to the princesses’ defense and cover their
                                                
                                            
                                                
                                                     from their pens, attacking any creatures other than storm giants that cross their path. The storm giants keep the sharks for defense, releasing them into the sinkhole in the event of a major attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     dwarven path ascends to a cleft in the hillside and ends at the front door of Khundrukar. The path climbs up one last steep switchback toward a bare shoulder of rock. The hillside rises steeply on your
                                                
                                            
                                                
                                                     crevasse that runs through it, once served as the last line of defense for Khundrukar’s dwarves. Creatures. Two orcs guard the eastern side of the room. They do everything in their power to prevent the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     save for two small, bare tables standing against the west wall and an ornate rug in front of the window. Resting next to the rug is a wooden candlestick holding the melted stump of a red candle. A long
                                                
                                            
                                                
                                                     answer the ghost will never find. The ghost is harmless and attacks only in self-defense or if a character tries to steal a star map. The ghost stops attacking as soon as the stolen map is returned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    . Bare counters line the walls, and a few metallic trays are scattered about.
 Along one wall are several metal boxes, each of which has a tinted-glass door and a dial. Toward the back of the room, a
                                                
                                            
                                                
                                                     computer terminal inhabited by Aphelion, the ship’s integrated intelligence. See the “Artificial Antagonist” section at the beginning of this adventure for important details about Aphelion, its goals, and
                                                
                                            
                                        





