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Returning 25 results for 'departed inside are been'.
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departed inspire are been
depraved inside are been
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Monsters
Tomb of Annihilation
charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature
divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions — a pair of talking wombats named Byrt and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
regain all expended uses when you finish a long rest. Tokens of the Departed 9th-level Phantom feature When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver
and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes or until you end it as a bonus
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
brothers to load the family’s wagon with everything the orcs thought they could use. After setting fire to the barn and house, the orcs departed, forcing the brothers to pull the wagon. Maygan was stuffed
reveals that no one else, dead or alive, is inside. No remains can be found in the barn. Selwyn relates as much he can remember about what happened before he was beaten to unconsciousness. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
brothers to load the family’s wagon with everything the orcs thought they could use. After setting fire to the barn and house, the orcs departed, forcing the brothers to pull the wagon. Maygan was stuffed
reveals that no one else, dead or alive, is inside. No remains can be found in the barn. Selwyn relates as much he can remember about what happened before he was beaten to unconsciousness. If the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
regain all expended uses when you finish a long rest. Tokens of the Departed 9th-level Phantom feature When a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver
and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes or until you end it as a bonus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
knuckles, Artus has tattooed the names of his dearly departed animal companions — a pair of talking wombats named Byrt and Lugg. Artus has spent most of his life trying to keep the Ring of Winter out of
of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
knuckles, Artus has tattooed the names of his dearly departed animal companions — a pair of talking wombats named Byrt and Lugg. Artus has spent most of his life trying to keep the Ring of Winter out of
of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
easily from the inside, but from the outside they’re locked and require a successful DC 25 Dexterity check using thieves tools to open. Spirit Statues. Two spirit statue mascots (see chapter 7) stand on
each of these porches. They house the spirits of departed Lorehold faculty, and they politely ask anyone who hops the railing to use the main doors during working hours. If they’re ignored, the statues
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
easily from the inside, but from the outside they’re locked and require a successful DC 25 Dexterity check using thieves tools to open. Spirit Statues. Two spirit statue mascots (see chapter 7) stand on
each of these porches. They house the spirits of departed Lorehold faculty, and they politely ask anyone who hops the railing to use the main doors during working hours. If they’re ignored, the statues
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
visitors, bringing forth visions from the deepest reaches of their psyches. Some of these visitors are the unwitting souls of departed people who have been pulled into the Raven Queen’s clutches, others
planes of existence. A QUEST TO THE FORTRESS OF MEMORIES
Because the Raven Queen has godlike power, she can put an adventuring party inside a demiplane that is created from the psyche of one of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
visitors, bringing forth visions from the deepest reaches of their psyches. Some of these visitors are the unwitting souls of departed people who have been pulled into the Raven Queen’s clutches, others
planes of existence. A QUEST TO THE FORTRESS OF MEMORIES
Because the Raven Queen has godlike power, she can put an adventuring party inside a demiplane that is created from the psyche of one of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Uthgardt Lands When I was newly departed from my homeland and first found my way to the North, I encountered a band of Uthgardt nomads on the trail — a part of the Elk tribe, led by a warrior named
the Uthgardt tribes today.
Blue Bear. The easternmost of the Uthgardt are the Blue Bear — thought destroyed more than a century ago — who have recently emerged from inside the High Forest and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Uthgardt Lands When I was newly departed from my homeland and first found my way to the North, I encountered a band of Uthgardt nomads on the trail — a part of the Elk tribe, led by a warrior named
the Uthgardt tribes today.
Blue Bear. The easternmost of the Uthgardt are the Blue Bear — thought destroyed more than a century ago — who have recently emerged from inside the High Forest and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
at the far end of the hallway in anticipation of a second raid. This weapon is triggered by a nearly invisible tripwire set 30 feet inside the entrance, and someone must succeed on a DC 20 Wisdom
which screens the entrance to the queen’s private chamber. Inside this entryway are torches on the walls, and six chairs and three small tables along the hallway. At the end of the route westward is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
at the far end of the hallway in anticipation of a second raid. This weapon is triggered by a nearly invisible tripwire set 30 feet inside the entrance, and someone must succeed on a DC 20 Wisdom
which screens the entrance to the queen’s private chamber. Inside this entryway are torches on the walls, and six chairs and three small tables along the hallway. At the end of the route westward is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
d8 Encounter 1 A thunder-voiced Mind’s Eye matter smith (see Morte’s Planar Parade) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes
into a library of sorts. Ossuaries riddle the walls of his bizarre exhibit, their ledges richly decorated with grave goods paid to the departed. The Master of Bones uses necromancy to commune with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
d8 Encounter 1 A thunder-voiced Mind’s Eye matter smith (see Morte’s Planar Parade) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes
into a library of sorts. Ossuaries riddle the walls of his bizarre exhibit, their ledges richly decorated with grave goods paid to the departed. The Master of Bones uses necromancy to commune with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the drowned ones as they departed the island). Within a few minutes of arriving on the island, the characters are attacked by the monstrous peryton, Rasp. See the “Look Out Above” section for more
of the garden, and appears to be the only way inside.
If the characters have not already visited area 3, add: Along the eastern side of the courtyard, the wall of the fortress once abutted the larger
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the drowned ones as they departed the island). Within a few minutes of arriving on the island, the characters are attacked by the monstrous peryton, Rasp. See the “Look Out Above” section for more
of the garden, and appears to be the only way inside.
If the characters have not already visited area 3, add: Along the eastern side of the courtyard, the wall of the fortress once abutted the larger
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
korred (see appendix C) or some other departed Fey creature rises from the ground between the goblins. The spirit answers three questions put to it, as though it was targeted by a speak with dead spell
(DM’s choice) 2 Somewhere in Thither (DM’s choice) 3 Outside Brigganock Mine (see “Brigganock Mine” later in the chapter) 4 Inside Lockbury Henge (see “Lockbury Henge” later in the chapter) 5 Atop one of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
korred (see appendix C) or some other departed Fey creature rises from the ground between the goblins. The spirit answers three questions put to it, as though it was targeted by a speak with dead spell
(DM’s choice) 2 Somewhere in Thither (DM’s choice) 3 Outside Brigganock Mine (see “Brigganock Mine” later in the chapter) 4 Inside Lockbury Henge (see “Lockbury Henge” later in the chapter) 5 Atop one of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the giant leader has already departed. Secret Cleft. A low, narrow crack to the northeast leads to a cleft (area D9) partially hidden by the ice. Any character who has a Passive Perception of 16
weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn’t touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the giant leader has already departed. Secret Cleft. A low, narrow crack to the northeast leads to a cleft (area D9) partially hidden by the ice. Any character who has a Passive Perception of 16
weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn’t touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Rala’s Secret. Rala’s secret triggers during this scene, and the character inside Rala’s body is momentarily overwhelmed by the doppelganger’s personality. Stealing Gorat’s key requires a Dexterity
characters have many options here. They could use the opportunity to escape (or head to the orrery vault if they haven’t already). More than likely, they’ll be inside NPC bodies and need to defuse the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Rala’s Secret. Rala’s secret triggers during this scene, and the character inside Rala’s body is momentarily overwhelmed by the doppelganger’s personality. Stealing Gorat’s key requires a Dexterity
characters have many options here. They could use the opportunity to escape (or head to the orrery vault if they haven’t already). More than likely, they’ll be inside NPC bodies and need to defuse the