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                        Returning 35 results for 'descend inherent are bodies'.
                    
                
                        
                            
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                                        descended interest are bodies
                                    
                                
                                    
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                                        defend inherently are bodies
                                    
                                
                                    
                                        defend inherit are bodies
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ; subjects. The professors use the gathered essence to feed their magic, snuffing the life and decaying the bodies of the living, entreating and commanding the dead and Undead, and twisting curses around
                                                
                                            
                                                
                                                    âs end is an asset waiting to be tapped.
Witherbloom Scholars
Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     much damage on a successful one.Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When
                                                
                                            
                                                
                                                    ;s choice). Their spells might also be different. Some known Elder Evils include the following:
Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
Caiphon, the Dream
                                                
                                            
                                        
                                                    Yeenoghu
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     magic, creating one or more of the following effects:
Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes
                                                
                                            
                                                
                                                     a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former
                                                
                                            
                                                
                                                     magic, creating one or more of the following effects:
Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them.
Surfaces
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating
                                                
                                            
                                                
                                                     their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragonâs lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with
                                                
                                            
                                                
                                                    
Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    .
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
                                                
                                            
                                                
                                                     upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     belch clouds of deadly poison. An iron golemâs body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit
                                                
                                            
                                                
                                                     bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of
                                                
                                            
                                                
                                                     their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamandersâ skill as smiths, allowing them to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of the following effects: Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. Predatory beasts within 6
                                                
                                            
                                                
                                                     1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     of the following effects: Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. Predatory beasts within 6
                                                
                                            
                                                
                                                     1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lionâs savage might and grace.
 Horse
                                                
                                            
                                                
                                                     kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey.
  Those riding or herding horses dread the griffonâs piercing cry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     by its magic, creating one or more of the following effects: Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them
                                                
                                            
                                                
                                                    , that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw canât be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the floor, as well as stairs that descend to the east. A stone slab blocks the way to the north.
 The mosaics here once depicted the feats of Orestes, a scoundrel-hero who devoted his life to Phenax
                                                
                                            
                                                
                                                     and offer final prayers. The bodies this room once held have rotted away in their burial niches, and the urns hold only gray muck. Any character who sifts through the goo must succeed on a DC 11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     by its magic, creating one or more of the following effects: Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them
                                                
                                            
                                                
                                                    , that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw canât be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     which it lies might give some hintâcaverns burrowed deep into a mountain of petrified bodies, the twisted obsidian corpses of humanoids and animals alike.
 Twins at War. The newly formed gods
                                                
                                            
                                                
                                                    .
  Walkers of Woe. The nightmarish creatures known as woe striders are said to be products of Klothysâs punishment. These beings descend from an age when some mortals learned to unshackle themselves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Living Portent Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When the living
                                                
                                            
                                                
                                                     also be different. Some known Elder Evils include the following:
 Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
 Caiphon, the Dream Whisperer. A purple star whose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Upper Level B1-B9 B1. Antechamber Characters who descend the stairs in the crumbling tower arrive at this chamber. The stairs descend thirty feet before opening up into a chamber of worked stone. Two
                                                
                                            
                                                
                                                     the walls as the characters descend the stairs, attacking as soon as they enter the chapel. This huge space has the appearance of a chapel, its walls carved with unnatural imagery. A large alcove to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     of the stairs, read: The door at the bottom of the stairs opens atop a set of double stairs that descend, north and south, about ten feet into a cellar. At the west end of that room, a cistern full of
                                                
                                            
                                                
                                                     desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
 Bodies and Runes. A closer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     except for four sheet-wrapped bodies lying side by side on the floor.
 The bodies are the remains of four cultists (three humans and a halfling) who were killed by the speakerâs guards during the
                                                
                                            
                                                
                                                     burned for heat. C18. West Cistern Stone steps descend into the icy water that partially floods this twenty-foot-wide, arched tunnel, which continues eastward into darkness. The roof arches twelve
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     legends claim that Mogis created the minotaurs, transforming his most bloodthirsty followers so that their hulking bodies resembled his own. However, while the tales told in the labyrinth-polis of Skophos
                                                
                                            
                                                
                                                     to point out that this myth says nothing about the nature of minotaurs. The worship of Mogis, they argue, is no more inherent to them than it is to humans, and minotaurs arenât destined to a life of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the sea, theyâre not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own. (RYAN PANCOAST) Born of
                                                
                                            
                                                
                                                     the Sea Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , almost as if in delight. Characters who descend to the cavernâs lower basin witness the next spectacle of unspeakable horror spawned by the Lady of Decay. Mad Dance Scores of deformed creatures dance
                                                
                                            
                                                
                                                     around the base of the giant fungal tower. The revelers are a motley collection of humanoids and various other creatures, all sporting tumors, cankers, and putrid patches of flesh all over their bodies
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Halasterâs tower and built an inn over the well he had used to descend into Undermountain, and call it the Yawning Portal. Durnan owns and operates the inn and tavern to this day, serving patrons and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long theyâve been
                                                
                                            
                                                
                                                     here. The southerners and the dwarf were some of Maccath the Crimsonâs companions, killed by Arauthator. The Ice Hunters used the bodies to put up this grisly warning, in the hope that other intruders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    .
 Two young remorhazes lurk at the bottom of the pool, which is 15 feet deep. Their tremorsense alerts them to the presence of intruders, and they attack immediately. The creaturesâ bodies heat the
                                                
                                            
                                                
                                                     to the presence of intruders. The remorhazesâ bodies heat the pools, causing steam to rise from them. The water is not hot enough to deal damage. Without the body heat of a remorhaz to keep the water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     feet tall and hewn from solid rock. C1. Sealed Gates When the characters descend into the catacombs, read: A pair of basalt doors block the passage ahead, their surfaces engraved with a relief of a
                                                
                                            
                                                
                                                    . When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. Eight mummies now lurk inside this chamber and guard the path to the memorial steles. If the undead hear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
                                                
                                            
                                                
                                                     tunnel that leads to area H5 has a slippery, 20-foot-tall drop-off that characters can descend safely with a successful DC 15 Strength (Athletics) check. On a failed check, a character slips and lands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long theyâve been
                                                
                                            
                                                
                                                     here. The southerners and the dwarf were some of Maccath the Crimsonâs companions, killed by Arauthator. The Ice Hunters used the bodies to put up this grisly warning, in the hope that other intruders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     inherent magic in a deadly burst of lightning. Aurak Draconian
 Medium Monstrosity (Sorcerer), Typically Lawful Evil
 Armor Class 17 (natural armor)
 Hit Points 67 (9d8 + 27)
 Speed 35 ft.
   STR
  13
                                                
                                            
                                                
                                                     disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to stone and unleash clouds of petrifying
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     area: This workshop appears to be where priests and acolytes prepared dead bodies for final interment. The place has been ransacked, with knives, saws, piping, and tubes littering the floor. Acid and
                                                
                                            
                                                
                                                     embalming fluid pool everywhere, amid a field of shattered flasks and jars.
 The double door to the north leads to stairs that descend to areas G8, G9, and G11. Tracks. A successful DC 15 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Raided Catacombs Locations The following locations are keyed to map 4.4.  Map 4.4: raided catacombs View Player Version R1: Hall of Knights Stairs descend into a stone chamber engulfed in violet
                                                
                                            
                                                
                                                    â 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     corresponding effect: âFloat.â Gravity in this room becomes half as strong as normal. Creaturesâ jump distances are doubled in this room, and creatures and objects that fall descend at a rate of 60 feet per
                                                
                                            
                                                
                                                     happens only once. P36: West Chamber Four leather sacks sit on the floor of this 20-foot-long hallway. Each of the sacks contains 100 gp. P37: East Chamber The slain bodies of two wights, defeated by Uma
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     dwarf and the human were part of Elmoâs adventuring party; their bodies have been stripped of gear. A character who makes a successful DC 14 Intelligence (Investigation) or Wisdom (Medicine) check
                                                
                                            
                                                
                                                     while examining the adventurersâ bodies deduces that the organs of the pair were carefully removed. A further successful DC 14 Intelligence (History) or Intelligence (Arcana) check reveals that sahuagin
                                                
                                            
                                        






