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Returning 10 results for 'detail injury are breathe'.
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detail injury are breath
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
needles.
4 The giant carefully lifts Humanoids (cradling their heads to avoid injury) to see and hear them better.
5 The giant exclaims with admiration at the fine detail and exquisite
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad’s digestive juices. Giant Ice Toad Large monstrosity, neutral
Armor Class 14 (natural
., passive Perception 10
Languages Ice Toad
Challenge 3 (700 XP)
Amphibious. The toad can breathe air and water.
Cold Aura. Any creature that starts its turn within 10 feet of the toad takes 5 (1d10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths’ minds are treasure troves of ancient lore
(5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
back favorites from earlier in the campaign for the occasional cameo. Player Favorites It’s often easier to describe people and places that are hostile or frightening than it is to detail a feature
a character’s player directly, but instead consider handing over your narrative reins and letting a player describe the perfect detail. For example, say you have a peaceful village you plan to feature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
section to get started, and use the information in chapter 4 to help flesh out the villain.
For example, your villain might be an undead creature seeking to avenge a past imprisonment or injury. An
interesting aspect of an undead villain is that this past injury might have occurred centuries ago, inspiring revenge against the descendants of those that harmed it. Imagine a vampire imprisoned by the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
one of the dragon’s echoes on another world, increasing that echo’s power.
Regional Reversal As described in the Monster Manual and discussed in more detail in chapter 4, a dragon’s presence
of claiming the fallen creature’s magical might. Using a dragon’s corpse this way might be a trial in itself, as the lingering energies in the body can cause serious injury even after the dragon’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Secondary Tables These tables add detail to many of the results on the Life Events table. The tables are in alphabetical order. Adventures d100 Outcome 01–10 You nearly died. You have nasty scars
on your body, and you are missing an ear, 1d3 fingers, or 1d4 toes. 11–20 You suffered a grievous injury. Although the wound healed, it still pains you from time to time. 21–30 You were wounded, but
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
diseased for 1d4 hours. A creature diseased in this way can breathe only underwater. When the cloud reaches the surface, it dissipates immediately. If the coffin is opened outside the water, the mucus
coiled up in the bones. When the eel is hungry, it attacks any creature smaller than it. The eel has the statistics of a giant constrictor snake, with the following changes: The eel can breathe only
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, except that it can breathe air and has a flying speed of 30 feet.
19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10
rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, described later in this appendix) and a poem called “Rime of the Frostmaiden






