Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 23 results for 'dim into are broad'.
Other Suggestions:
dim into are blood
dim into are bond
dim into are broom
dim into are broader
dim into are break
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Ruined Bazaar A derelict market hall stands on the street corner ahead. Frayed cloth awnings hang in tatters above a broad alley lined with stalls.
Kobolds live in hidden cellars underneath the
caved in or blocked with heaps of furniture. As the characters make their way through the cellars, read: Guttering torches cast dim light under the arches of a wine cellar roughly 20 feet square. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dark silken mats with a pale web-strand pattern woven through them in silvery thread. In the middle of the chamber (at the center of the web) stands a broad pedestal carved from zurkhwood, with a 10
-foot-high sculpted spider at its head. The carving is so lifelike that anyone initially entering the chamber and seeing it in dim light must succeed on a DC 12 Wisdom (Perception) check to recognize
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
tower.
Light. The cavern outside the tower is dark, for the inhabitants of Araj require no light. Inside the tower, occasional driftglobes shed dim light, with the rest of the place in darkness
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rocky shore of the waters of a broad cavern lake, with high fences of woven netting to the north and south of the village boundaries.
Light. Sloobludop’s cavern is almost entirely dark except for a
few spots of dim light from phosphorescent fungus and coral, or from glowing cave-fish glands. The kuo-toa recoil from areas of bright illumination, becoming hostile if bright light is brought among
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the
banderhobb.
Shadow Stealth. While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Throughout this middle area, bright light extends no more than 20 feet from any source of illumination, with the normal area of bright light beyond that range reduced to dim light and dim light turned
to darkness. Those who travel without a source of light during the day find that the thick canopy casts everything in dim light, and in some areas the growth overhead is so thick that the area below
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her promise. If the characters simply bolt, Arveiaturace does not pursue them, afraid to leave Meltharond’s side. Once the characters are beyond her field of vision, the somewhat dim dragon remembers
that the left side of her face sags much lower than the right. As the giant draws near, she skids to a stop, rests her greatclub on one broad shoulder, and says, “Need any help?”
Tinjong avoids the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
use subterranean heat and riches to craft wonders, from titanic weapons of war to delicate works of art. Fire giants have broad frames, skin tones in a variety of rocklike shades, and hair like flame
Illumination. The flameskull sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Magic Resistance. The flameskull has Advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
a gigantic, humanlike figure looming over a broad, circular table. A ladder to the north descends, while a ladder to the south climbs to the floor above.
Two four-armed, insectile creatures inspect
with 1d4 + 2 magic beads. W7: Meditation Chamber The lights in this room have been destroyed, leaving the area in dim light. Ancient tapestries of the planes and cosmic alignments cover the walls of
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of the road is a broad-shouldered giant with dusky skin and flaming red hair. She wears intimidating armor made of jagged lava rock and wields a searing scepter.
“None shall pass,” the giant intones
acid seeps from the star into the surrounding lake. The Star Forge sheds bright light for 200 feet and dim light for another 200 feet. Any acid damage dealt by the acidic lake water (see area 2) is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
smoke. Alcoves around the room hold statues of four-armed gargoyles shrouded in darkness.
Light. Dim light radiates from the pillars and fills the area. Any light source brought into or created in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
shed dim light in a 10-foot radius. A sharp blow to one of the crystals, including throwing it so it impacts a hard surface, causes it to burst in a 10-foot-radius flash of blinding light. Any creature
21 (6d6) fire damage on a failed save. Decrease the drow pursuit level by 1. Muck Pit The adventurers must wade through a broad, 3-foot-deep pit of slimy muck. The muck is difficult terrain and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the following: Ahead, the water deepens into a broad pond broken by the rooflines of submerged buildings. An embankment rising just above the water is covered in a cluster of violet-leafed trees. The
the dragon sculptures are watching them. Good-aligned characters feel suffused with a warm sense of righteousness. If a character approaches the altar, a column of dim light rises from it. If a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
magical light that varies in 12-hour cycles to simulate day and night. When the characters arrive, it is the start of the night cycle, and all areas of this sector are in dim light. Magic Trees. Isolated
save, the creature can’t regain hit points for 10 minutes. 53. Peryton Roost Broad ledges run along the walls of this long cavern, twenty feet above the floor.
Creatures. The four adult perytons and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type
with such objects. A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal. A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The six
broad cavern’s nooks and niches. A particularly massive formation to the south holds an ornate shape inside.
The crystal formations here are lightning crystals (see “Haskasori Features”). Yaarnak’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
two. V29. Prison Read the following boxed text when the characters open the door to this room: A broad-shouldered figure with purple skin and a beard of writhing snakelike tentacles stands in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
shrieking in rage.
To the northeast is a black gate.
Light. When the characters first enter this area, the walls give off dim light. Creatures. When any non-undead creature enters this area (which the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Abattoir Empty wall niches might once have held works of art, but this broad gallery has now been converted to an abattoir, its floor slick with filth and gore.
In the southeast corner is a black
. A white gate is located in the corridor to the west between this area and the Hatchery. 24. Pale Garden The Red Wizards use this magical garden for food. Light. The room is filled with dim light. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
crystal sheds Dim Light in a 15-foot radius. A creature that touches the crystal receives a surge of positive energy and regains 70 Hit Points. The crystal grants this healing three times each day
yawn four broad alcoves, each plugged with a block of ice entombing a frozen creature.“Worthless glass!” comes a voice like a splitting glacier. At the room’s center, a towering white dragon lets a rain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the jungle: a hanging garden of exotic beauty. Water streams down the steps between two massive elephant carvings. Beyond them, a broad, flooded avenue runs arrow-straight for more than a hundred feet
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Locations in the Abyssal Prisons are identified on map 5.3. Map 5.3: Abyssal Prisons Light. Dim light radiates from the walls, floors, and ceilings in this sector, a manifestation of strengthened
crosses the threshold into this room. The walls here consist of worked stone, but the thirty-foot-high ceiling of this broad chamber features rough rock hung with jagged stalactites. Seams in the floor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A
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






