Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'denote inhabited are beyond'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        devoted inherited are beyond
                                    
                                
                                    
                                        devoted inhabited are beyond
                                    
                                
                                    
                                        devote inhabit are beyond
                                    
                                
                                    
                                        denote inherited are beyond
                                    
                                
                                    
                                        denotes inherited are beyond
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     of lichen to denote their status.
Vegepygmies
Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous
                                                
                                            
                                                
                                                     fungus rumored to have originated from beyond the stars.
Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Wizard  Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she
                                                
                                            
                                                
                                                     the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     through 39 make up the temple section, largely inhabited by priests and others who care for the temple’s statues as well as its living demigod, the thessalkraken. That creature dwells in a deep subterranean lake beyond areas 30 and 39. Numbered locations are keyed to the map on page 29.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Wizard  Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she
                                                
                                            
                                                
                                                     the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Planar Adventuring In real-world myths, legends, and literature, venturing onto other planes of existence isn’t simply a matter of visiting an unusual environment inhabited by strange creatures; it’s
                                                
                                            
                                                
                                                     adventures ought to be extraordinary. As adventurers reach the medium to high levels of your campaign, they find more cause to venture beyond the confines of the world they call home and explore the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
                                                
                                            
                                                
                                                     Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    The Cogs The Cogs lie deep below Sharn, below the sewers and even beyond the Depths. Incorporating natural tunnels and ancient goblin ruins. Streams of Fernian lava flow beneath Sharn, and over the
                                                
                                            
                                                
                                                     centuries House Cannith has helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     is the heart of its own Material Plane. It is surrounded by the Ring of Siberys. Beyond this band of dragonshards, twelve moons orbit the world. To date, no creature from Eberron has explored the moons
                                                
                                            
                                                
                                                     altered reality. As such, venturing beneath the surface of Eberron can lead you to a network of caverns and passages, and if you find the right passage, it can take you to fantastic and deadly places inhabited by fiends, aberrations, and other children of Khyber.  Planes of Existence View Larger Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It
                                                
                                            
                                                
                                                    , and overseers from House Cannith are stationed here to keep things in order. Beyond these industrial districts lies the deeper tunnels of Khyber’s Gate, a tenement district. Blackbones has a number of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    The Material Plane Eberron is the heart of the material plane. It is surrounded by the Ring of Siberys, a band of golden dragonshards. Beyond this, twelve moons orbit the world. To date, no creature
                                                
                                            
                                                
                                                     find the right passage, it can take you to fantastic and deadly worlds inhabited by fiends, aberrations, and other children of Khyber. This is one way to adapt material from Out of the Abyss and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     who call themselves the Sawplees. These goblins have inhabited the outpost for generations, with some of their number displaying psionic abilities that trace to the aberrant influence of the mind
                                                
                                            
                                                
                                                     flayers who also once lived there. Only recently have the goblins ventured beyond the outpost and ransacked nearby areas. This effort is helmed by a goblin named Ruxithid the Chosen, who receives orders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    What Is Planescape? Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and
                                                
                                            
                                                
                                                    . The various mimir images that appear in these books denote recorded quotes that include widely agreed-upon facts and the personal—though perhaps inaccurate—opinions of the attributed planar travelers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
                                                
                                            
                                                
                                                     know the area they live in well. They’ve heard stories of other places from merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forest unless they’ve
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     launched the diadem into the heavens, where it’s said to have landed upon a griffin-inhabited island floating in the clouds.
 Riddle of Lightning. Once, an arrogant oracle boasted of her infallible insight
                                                
                                            
                                                
                                                     nowadays, the term “Riddle of Lightning” is used to denote a question that one is better off not knowing the answer to.
 Silent Storm. Occasionally, Keranos seeks to make his will known with all the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     against each other to reduce the threat of the more powerful monsters. For example, in a dungeon inhabited by mind flayers and their goblinoid thralls, the adventurers might try to incite the goblins
                                                
                                            
                                                
                                                     enslave whatever creatures are left. It’s easy to think of a dungeon as a collection of encounters, with the adventurers kicking down door after door and killing whatever lies beyond. But the ebb and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     been sewn shut. Beyond the altar, a heavy black drape hangs from an archway.
 Eight emaciated, green-skinned creatures are shackled to the walls of the chapel, each one gazing toward you with a single
                                                
                                            
                                                
                                                     Spirits Any characters inhabited by the spirits of Moa or Wongo receive advice when entering this area: Kind Moa suggests freeing the shackled creatures. Violent Wongo urges his host to stab the body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Areas of Mistshore Mistshore is a riotous assemblage of ramshackle homes made of wood from old ships and inhabited by impoverished Waterdavians. Several buildings were reduced to ash by the fire last
                                                
                                            
                                                
                                                     year. Although some were rebuilt, others were ruined beyond repair and are now used as roofless dens by homeless children and rats. The following locations are keyed to map 4.2.  View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     fortresses, and these may still hold aberrant threats from the war that destroyed their civilization. Older still are the ruins once inhabited by rakshasa and other fiends, and these may hold
                                                
                                            
                                                
                                                     artifacts and other treasures far beyond the capabilities of any modern artificer. But there is more to the past than treasures waiting to be found. Stories say that demons and dragons are fighting a long
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Enclave Within the Enclave Horn Enclave is a fully inhabited living space, workshop, and stronghold. Residents. The enclave is home to more than one hundred dwarves, with nearly half of those working as
                                                
                                            
                                                
                                                     quarters are located in the northwest, near the tavern. The vaults are located to the northeast. The chambers of the enclave’s lady and lord are located to the east, beyond the great halls. To the south
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An
                                                
                                            
                                                
                                                     eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     each. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Papazotl receive advice when entering this area: Cautious Obo’laka advises her host to not disturb the throne or pick
                                                
                                            
                                                
                                                     changes: Instead of darkvision, each artist has blindsight out to a range of 30 feet. The artists are blind beyond this radius and immune to the blinded condition. They have no effective attacks and are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    A Balhannoth’s Lair In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along
                                                
                                            
                                                
                                                     500 ft. (blind beyond this radius),
passive Perception 16
 Languages understands Deep Speech, telepathy 1 mile
 Challenge 11 (7,200 XP)
 Legendary Resistance (2/Day). If the balhannoth fails a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     faces or engraved with sigils that reveal clues as to what lies beyond. Stuck Doors. Dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful Strength
                                                
                                            
                                                
                                                     blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to watch the area beyond
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    16. Wongo’s Tomb A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three
                                                
                                            
                                                
                                                     the mace and waits for another character to come into contact with it. The mummy is friendly toward any character inhabited by Wongo’s spirit, treating that character as an ally.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    ) and other smaller life forms live in the forests that grow atop Aruun’s rocky pillars and plateaus, beyond the reach of the tarrasques. G’vek. This moon is dotted with sheer mountains that have become
                                                
                                            
                                                
                                                     vents and inhabited by braxats,* gaj,* megapedes,* remorhazes, ssurran,* and thri-kreen. (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Vocath. This moon, composed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     in the hollows of trees and warrens dug into hillsides, each home connected to the others in the community by elaborate burrows. Beyond the secret doors into their houses, the homes of forest gnomes
                                                
                                            
                                                
                                                    ’ 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     (+2) 
 
  CHA
  8 (-1)
Saving Throws Con +8
 Skills Perception +6
 Condition Immunities blinded
 Senses blindsight 500 ft. (blind beyond this radius), passive Perception 16
 Languages
                                                
                                            
                                                
                                                     Lair In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     gnolls A fog-shrouded swamp haunted by lizardfolk that worship a vile black dragon A jungle island inhabited by dinosaurs and human tribal warriors Towns and Cities Some of the best adventures unfold in
                                                
                                            
                                                
                                                     creatures live on other planes of existence, from orderly modrons to murderous demons. When it comes to interesting adventure locations, not even the sky is the limit when you pass beyond the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     as it remains in this corridor. If taken from the hall, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of I’jin or Shagambi receive advice when entering this
                                                
                                            
                                                
                                                     pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the beholder’s favorite pieces of sculpture. Vestibule Beyond the lair entrance lies the vestibule. Rather than being sculpted with tools or eye rays, the entrance and the vestibule are left in their
                                                
                                            
                                                
                                                     often inhabited by shriekers, which act as an early warning system. Traps A room not dedicated to some other purpose could be festooned with a variety of traps. In addition to traps that are meant to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     inhabited by the spirits of I’jin or Kubazan receive advice when entering this area: Fickle I’jin suggests waiting for the sarcophagus to turn gold before trying to open it. (Gold is I’jin’s favorite color
                                                
                                            
                                                
                                                     top of the walls or flies beyond them is expelled from the maze, taking 22 (5d8) force damage and reappearing with a loud pop in an unoccupied space near the wall carving. Finding a Key. Any character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     kidnapped an important noble. 19 The descendants of a displaced people want to reclaim their ancestral city, which is now inhabited by monsters. 20 A renowned group of adventurers never returned from an
                                                
                                            
                                                
                                                    , possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     after the table to determine related details and story hooks.  Island Theme   d6 Theme   1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild  Alien Alien islands are inhabited by isolated creatures
                                                
                                            
                                                
                                                     with ways of life beyond most beings’ comprehensions. Everything about the culture of the island, from architecture to food, is unfamiliar and unsettling to outsiders. At your discretion the inhabitants
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     the coffin lies the astrologer’s body. Treasure. A bronze tube in one of the brass jars contains a crudely drawn map of this tier of the ziggurat. Two stars on the map denote the locations of the
                                                
                                            
                                                
                                                     party can spend 10 minutes clearing the rubble to gain access to the east side of the hall. Twisting Tunnel. Beyond the rubble is a narrow tunnel just large enough for a Medium creature to squeeze
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     sun is. This constant daylight lessens the farther one travels from Elturel, casting a sort of wan dawn light for fifty or so miles around the city. Beyond that, the orb is visible as a bright beacon in
                                                
                                            
                                                
                                                     to block out the light so that visitors can get some sleep. Without the onset of dawn or dusk to frame the day’s labors, citizens rely on the tolling of the bells from the High Hall to denote the
                                                
                                            
                                        





