Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 4 results for 'detected inhabited are brutally'.
Other Suggestions:
detect inhabited are brutal
detected inherited are brutal
detect inherited are brutally
detected inhabited are brutal
detect inhabit are brutally
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 vaultās locks is detected. If the guards find trouble they canāt handle, they
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
corpse also yields more valuable belongings (see āTreasureā 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 āoppositeā 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 Masterās 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->Storm King's Thunder
enemies. Map 3.10: Gundarlun and Ruathym Sea of Moving Ice The sea west of Icewind Dale is a maze of shifting ice sheets and icebergs. A few frozen islands are inhabited by Ice Hunters, a group of
to surmount. Brutally cold winds, avalanches, and icy rifts are the least of a travelerās problems in the Spine of the World. Clans of giants, goblinoids, and orcs dwell there, holding every cavern or






