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Returning 34 results for 'dim injured are barely'.
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dim infused are barest
dim infused are badly
dim infused are barely
dim injured are barest
dim injured are badly
Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.
God-Spawned Horrors. Gods that personify
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
weird, phosphorescent lichen — a side effect of the strange magical properties of the area — provides dim light. The lichen is more heavily concentrated in the upper reaches of the large chambers, and just barely visible in the passages. Map 5.1: Fane of the EyeView Player Version
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
still breathe to survive). 3 You barely bleed, even when badly injured. 4 Your heart beats once per minute. This event sometimes surprises you. 5 You have trouble remembering that living creatures and
gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that smells like a sewer. The room contains the following features: Flood. The floor of the room tilts — its west end is 6 feet lower than its east end. Foul sewer water covers the floor, barely
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died. God-Spawned Horrors. Gods that personify winter
—
Challenge 5 (1,800 XP)
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
furnished by the town. As characters prepare to set off on this mission (or to leave town if they turn down the mission), though, an injured monk approaches. A young man walks up to you, limping
we fought a particularly savage battle against raiders. A few others and I fought our way to the keep, barely. Leosin didn’t make it at all. We went back this morning to look for him, but all we
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
from a rudimentary, barely humanoid shape to a small, winged body so lifelike that it almost appears to be a real creature that is merely asleep. A character who makes a successful DC 13 Intelligence
empty container once held the mimic found in area M8. Gravely injured when it was captured, it feigned death until it could recover and escape into the upper levels of the mansion. The four severed hands
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
are furnished by the town. As characters prepare to set off on this mission (or to leave town if they turn down the mission), though, an injured monk approaches. A young man walks up to you, limping
, after we fought a particularly savage battle against raiders. A few others and I fought our way to the keep, barely. Leosin didn’t make it at all. We went back this morning to look for him, but all we
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
walls in the lair can conceal cunning hidden passages or might be stone or clay thin enough for the dragon to burst through them. The narrowest tunnels in a copper dragon’s lair are just barely wide
dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. You’re hoping to lie
Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. You’re hoping to lie low in
decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. You’re hoping to lie
Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pack and squints at its barely legible writing. “So which one of you is Ozgood the Ugly? I need you to sign before you go in. Nothing but paperwork and signatures since the newest Masked Lords got
assigned to map the area, and an engineer needs to assess the integrity of the tunnels to ensure that no further collapses are imminent. If either professional is injured or killed because of negligence
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
which it arose. The zaratan plods across the land, each step sending shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage
through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
magic here D3. Lonely Crate At the far end of a broken bridge is a mound of earth barely large enough for one person to stand on. A dented metal crate is partially embedded in the mound.
One of the
moving toward the closest noises it can hear. The dim-witted creature is addled by the magical substances it ingested after attacking the supply train. When the hydra attacks a character, that character
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to the second dream: A flame-encircled battlefield appears on a barren hellscape. At the center of the circle, Lulu and the angel lie unconscious and prone, horribly injured. You see yourselves
open, her face alight with excitement. She cries out, “The sword, the sword! I know where it is!”
As the dream ends, the characters and Lulu wake up in the ritual space. Lulu can barely contain her
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Clash of Titans d6 Adventure Hook 1 Frost giants besiege a fire giant settlement, disrupting travel and trade across the region. Injured frost giants shelter in nearby towns, demanding the people
the light that is barely visible far below. 2 Characters find a coded journal in a dragon’s treasure hoard, indicating a path to a hidden paradise. 3 Adventurers find a giant-sized ring inscribed with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
you breathe. You can, however, barely make out what looks like a lantern farther back in the smoke.
These linked caverns are the lair of two smoke mephits. What the characters perceive as a dim
second fragment of gold, so thoroughly hammered that it’s barely recognizable. These keys once unlocked the door to the treasury (area 6) and are beyond repair; so little of them remains that not
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
). Each one sheds Dim Light in a 5-foot radius and can be sold for 5 SP. Secret Door. A character who has a Passive Perception of 15+ or who searches the west wall for secret doors and succeeds on a DC
are barely visible. The room holds a scene of chaos: a river cascades through a bottomless abyss, suddenly transforming into a ribbon of iron. A nearby boulder blooms into fire as lightning scatters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, chosing itself and no other
here with a well-worn broom.
The cursed dragonborn, Gorba Daardenrian (see “Coven Victims” earlier in the adventure), is so weak that she can barely hold her broom. When she sees the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
undead within. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy
variety of other items that, even in the dim light, shine with the warmth of pure gold. One of these objects looks like a human skull.
Book. Before the alchemist died, he was reading the book that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
injured wizards retreated here to rest, but the maze entrapped them. All five died while being absorbed. B5: Tumor Garden Several fleshy lumps in the floor rise like stalagmites to heights of two or
lobe (areas B1–area B5) as seen from above. B6: Right Temporal Lobe Panpipes play an eerie melody as you approach. Folds in the wall narrow into a dim alcove. Shadows shift rhythmically, as if mimicking
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
source that usually provides bright light provides only dim light within the chapel, and a light source that normally provides dim light is useless. Reconsecrating the Altar. The corruption of this
who tried to rob Gremorly’s keep. The necromancer killed them, and they’ve been arguing over who is to blame ever since. They’re not sure how long it has been, as they can barely remember anything
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Persuasion) check or a bribe worth at least 25 gp. If the characters threaten violence, the goblins attack. Three rounds later, reinforcements from area Z3 arrive. Z2: Vestibule Dim blue light bathes
Ilsensine. Z18: Storage Chamber Stacks of crates fill this chamber. Some are half-covered by dusty tarps that barely hide the ore within, while others are nailed shut. The creak of metal echoes from a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
back. 20. Orc Quarters This hall is a messy and smelly place filled with pallets and junk. The two orcs (commoners) currently in this place are too injured to work (since giants’ kicks break bones). All
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
altar in area M4. M9. Cave of Lost Souls This sea cave has the following features: Algae. The sea cave is covered in phosphorescent algae, which fills the cave with dim green light. Ceiling. The
the Marshal, since they know other people avoid the place for fear of the harpies. One of these boats, posing as a merchant vessel, was attacked by merrow while traveling near the wreck and barely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
staircase climbs to the upper floor, which is just as dim and darkly paneled as the taproom. Across the back of the taproom is a long bar with three copper candle-lanterns hanging over it, and a stair
) answer. He isn’t a very good businessman and barely breaks even, but he doesn’t seem to care. 14. Mhandyvver’s Poultry This wooden building grew haphazardly for many years, shooting out single-story
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
injured or if the hydra is slain, the water weird flees. P6: Honored Approach This hall has a stone door at the north end. Another door to the east is askew on its hinges, brushing against an elongated
instead of monetary. P15: Blessed Dead This room contains fourteen alcoves, each one containing a sarcophagus. The lid of each is carved to depict a pious dwarf priest. A dim radiance emanates from each
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
he wants nothing to do with that. T12. The Talking Troll The Troll is what Waterdhavians would call a dive — a dim, smelly, low-beamed place crammed with mismatched, battered old furniture and drunks
room, barely noticed by the Troll’s other patrons. A lifelong resident of Neverwinter, he was “banished” by his superiors to the Allfaiths Shrine in Red Larch. He has yet to arrive there, choosing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Zalkoré is already dead), the queen is expecting them. The single, large chamber inside the dome is obviously a royal apartment — or was, centuries ago. Now the bright, floral murals are dim and gray
-Taya. When Zalkoré is reduced to 63 hit points or fewer, she calls out to her dead lover for protection. The spirit of Thiru-Taya answers the call, appearing as a barely visible 10-foot-tall apparition
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lined with limed-over corpses. A circle of barely distinguishable bodies composes the lower tier, while a fresher ring of calcified corpses stands on the heads and shoulders of those beneath
marble shot through with scarlet veins. The walls and floor are polished and dust-free, and a thick black carpet runs the length of the hall. Dim, ambient light illuminates the space.
The first hall
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius
tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon






