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Returning 11 results for 'detected inhabited are bit'.
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detect inherited are bit
detect inhabit are bit
detect inhabited are bit
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Monsters
Fizban's Treasury of Dragons
in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
disguised as a human merchant prince.
5
An adult emerald dragon shows an emerald dragon wyrmling how to safely observe Humanoids without being detected.
6
An adult emerald dragon keeps a
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
infrequent due to the overall security level of the enclave, but a group of four guards is dispatched if an attempt to pick a vault’s locks is detected. If the guards find trouble they can’t handle, they
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
corpse also yields more valuable belongings (see “Treasure” below). Advice from the Spirits Any characters inhabited by the spirits of Papazotl or Shagambi receive advice when entering this area
halfway point of the circular corridor, directly “opposite” the intersection, is an invisible planar gate that cannot be detected with magic. Any creature passing through this gate emerges into a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Perception) check. To set an appropriate DC for the check, see chapter 8. Opening a Secret Door. Once a secret door is detected, a successful Intelligence (Investigation) check might be required
inhabited dungeon might have light sources. In subterranean settlements, even races that have darkvision use fire for warmth, cooking, and defense. But many creatures have no need of warmth or light
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Hag’s Hovel The characters’ path takes them into a densely forested area. By following a break in the trees that sends them north and west, they come upon a sign that this area is inhabited: Gnarled
forms the perimeter of a large hole, while east of the building is a larger wooden structure covered with creeping vines.
As you come a bit closer, the sound of voices suddenly emerges from the shack
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the common room of the inn (area 2), as if they had just walked through the main door. You are standing just inside the front door to the Dran & Courtier. Things are a bit different, however. The
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ingredients here and there in the room have infestations of mold and insects. Thunderwing looks forlornly about the kitchen and cries a bit, lamenting the loss of the Xanthoria she remembers. Lost Memento
creatures hang from the walls and ceiling in this hideous space.
This is where Xanthoria disposes of failed experiments or anything else she dislikes. The pit is inhabited by a purple worm bound to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
assurances that the party won’t abandon her. A POWERFUL PET
It might be fun to run Dabshabah as an NPC member of the party for a bit. However, any dragon — even a chaotic good wyrmling — can be tough to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, bits of colored glass are heaped beneath a cracked mosaic, enameled wooden tables are split and tilting, and every bit of cloth is frayed and streaked.
At the center of the room, a long divan
is artfully drugged; the contamination can be detected only by someone who has proficiency in Medicine and who succeeds on a DC 13 Wisdom (Medicine) check. Zalkoré partakes, but she’s built up such a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward. The
can impart the following bits of information:
The wizard lives below this area. He wants to use Idalla for a study on prolonging life. (False.) The wizard told Idalla a bit of the history of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
of each couch is a low table with a basin and ewer made of jasper. Small stools and enameled coffers provide a bit of decoration. Treasure. The jasper basins and ewers are worth 300 gp per set. The






