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Returning 35 results for 'direction inhabited are broad'.
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Monsters
Fizban's Treasury of Dragons
neighbors take precedence.
Dragon Turtle Lair Features
The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When
within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet
Monsters
Mordenkainen's Fiendish Folio Volume 1
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers.
Allied Rodents. The jermlaine can decipher the chitters and squeaks of rats, and in turn can
Gnome
Legacy
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Species
Basic Rules (2014)
. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.
A gnome’s personality is writ large in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Mind of Araumycos Navigating on the Astral Plane is largely a matter of thought and perception. The characters feel a psychic “pull” in the right direction as they seek out the consciousness of
jawbone, formed out of some kind of pale rock. As the characters draw closer, the skull reveals itself to be the size of a small mountain. Its surface is covered in lichens and broad patches of mold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaign’s starting area (see “Creating a Campaign,” later in this
chapter) or any location where you expect to track the adventurers’ movement in hours rather than days. The ground cover of an area this size will include broad stretches of one predominant terrain type
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
risen to power in the region. This power-hungry religion controls the city of Haven and surrounding settlements in the name of vague, fickle deities who condemn the use of magic. The broad plains of the
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless
the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers. Allied Rodents. The jermlaine can decipher the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
notice and attacks. When the first character reaches the top of the waterfalls, the following scene unfolds before them: The adjacent waterfalls are fed by a broad, shallow pool surrounded by ancient
direction except for a haunted area called the Forest of Hands. The Forest of Hands occupies much of the same land as the vanished Adirohit River and the disappeared city of Manivarsha. The magic
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
direction of a relevant work in the collection (if it exists). Treasure. Among the candles in the alcove sits a partially melted candle of invocation of a random alignment that has 1 hour of use remaining
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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Features The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle’s lair, you can simply
. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Adventure Models Giants serve as adversaries in many D&D adventures, but that’s not the only possible role for them in your game. This section outlines five broad categories of adventures, including
—the Crystalmist Mountains, the Jotens, and the Hellfurnaces—are inhabited by fierce giants who launch all-too-frequent raids into the nearby lands of the Yeomanry, Sterich, and Geoff.
—Bigby
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
make two unarmed strikes (+9 to hit, reach 10 ft., one target). On a hit, the giant deals 13 (2d6 + 6) bludgeoning damage. The rampage happens in a broad plaza, so there is plenty of space for the
different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
characters aren’t sure what to do next, Jarlaxle imparts the following information: “My friends, don’t be discouraged. The wind is blowing in our direction! I’ve learned that Fenerus Stormcastle was
Rongquan, he shrugs his broad shoulders and lets them leave unmolested, figuring they’ll try to talk to Fenerus anyway. If the characters attack him, Jarlaxle smiles, whistles for his drow bodyguards
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gray slime found in puddles throughout this level. Advice from the Spirits Any characters inhabited by the spirits of Papazotl, Unkh, or Wongo receive advice when entering this area: Shrewd Papazotl
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fighting spined devils, bearded devils, barbed devils, horned devils, and erinyes. Advice from the Spirits Any characters inhabited by the spirits of I’jin, Obo’laka, or Shagambi receive advice when
make a DC 15 Dexterity saving throw. On a success, the creature moves out of the block’s way in whichever direction it prefers. On a failed save, the creature takes 55 (10d10) bludgeoning damage. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. When an untethered creature is shoved or otherwise moved across the floor, it travels in one direction and does not stop until it comes into contact with a wall or other barrier. The alcoves contain
treasure (see “Treasure” below). Advice from the Spirits Any characters inhabited by the spirits of Kubazan, Obo’laka, or Wongo receive the following advice: Impulsive Kubazan urges his host to attack
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with Paolo and his group, a character who succeeds on a DC 14 Wisdom (Perception or Survival) check notices booted tracks headed in the direction opposite them—the wrong way around the massive tree
broad patch of blackened ground. Nearby lie pieces of a fallen skybridge. At the clearing’s center, writhing vines with glowing, green veins wrap around the massive form of Pangil ng Buwan. These vines
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
members of different genders, ethnicities, and sexualities, as well as people with disabilities and of varied beliefs, as having broad roles, professions, interests, and outlooks. Endlessly work to
&D is improvisational, the game can go in unexpected directions. If a direction makes the game a worse experience for anyone, use these tools to correct course. Many content tools exist, but a popular
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
notices a movable wall panel. 7. Tomb of Orestes This chamber’s ancient masonry rises to form a corbelled dome. At the room’s center lies a pool of sludge. A broad sarcophagus rises from the pool, its
character drips their blood upon the sarcophagus lid, though, you can decide if their blood turns black or not—choosing if you want the character’s story to go in that direction (and you think the character’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
kidnapped an important noble. 19 The descendants of a displaced people want to reclaim their ancestral city, which is now inhabited by monsters. 20 A renowned group of adventurers never returned from an
approach the lich’s level of power. 9 A holy temple was built around a portal leading to one of the Lower Planes to prevent any evil from passing through in either direction. Now the temple has come
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their brackets, they never burn out. If a torch is removed from its bracket, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of Nangnang or Shagambi receive advice
rises to seal the tunnel. Any creature atop the block when it meets the ceiling must succeed on a DC 7 Dexterity saving throw to leap clear in one direction or the other. On a failed save, the creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
you to use the roads, the following are facts you need to know. Traffic and Travel Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee
those streets, and traffic is at its most hectic there. Most other roads in the city run east to west, but regardless of their direction, traffic elsewhere is generally less hectic and thus safer to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Luckily for the folk of the region, Zuggtmoy was imprisoned in the ruins of the Temple of Elemental Evil before her plan was complete. Without their mistress’s direction, the cultists fell to
young black dragon Dunwater River The Dunwater River meanders its way into the Azure Sea. It is a broad, slow-moving body of water, choked with reeds and too shallow in many spots to allow boats other
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters investigate the cemetery, they observe dozens of skeletons and zombies moving about the grounds. These undead, wandering aimlessly and without direction, pose no threat to the characters on
characters enter this area: A shallow meditation pool fills this room, set off from a broad landing edged by a low wrought-iron railing. Wondrous frescoes along the walls depict souls gaining the blessings of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cellar by descending the stairs from area V7, or they might enter through the eastern door. Read the following boxed text to establish what they see from either direction: Four stone pillars brace
, moving in the same direction while swinging their censers gently. You can make the encounter harder by replacing the cultists with cult fanatics, or adding one or more invisible imps as escorts. If
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
the hold while the traders are present, one of the larger buildings is inhabited by Klax (chaotic neutral cambion) and eight traders (commoners). The traders are indifferent to the characters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
will stop at nothing to seek vengeance on Darius.” As an action, a host inhabited by Demetrius can ask the spirit to cast one of the following spells (spell save DC 13), requiring no material
. Treasure. The chest contains 40 gp and four small agates worth 20 gp each. B56: Temple This temple has fallen into disrepair. Ornate mosaics decorate its walls, and decrepit benches line its broad aisle
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 3. Yard and Cistern A low, unfinished stone wall encloses a broad, sandy yard abutting an open vista of beach and sea. A small tower accessible by an external stair rises against the hermitage’s
bay, never swimming. They did not see the shipwreck during the storm, and know only the that the walkers came from the general direction of the Pit of Hatred. They eagerly give the characters directions
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blossom ever since. Thunderwing has no sense of direction and no sense of time. Any questions relating to such topics just confuse her. The first character who touches Thunderwing experiences an image
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->Tales from the Yawning Portal->a5
platform in a random direction. The insects die and fall to the ground immediately after their attack. White Gates. A white gate is located west of this area at the junction of the corridors that
. 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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and smoothed rock edges. The passage leads to area G11 in Gibbet Crossing. T2: Deepening Hall Elaborate carvings of mountain landscapes and treasure piles line the walls of this broad staircase as it
room is currently inhabited by a Humanoid mutate named Falfark and an encephalon gemmule (see appendix A for both stat blocks) that Falfark treats as a guardian. Falfark is a member of the Cult of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead
has collapsed, but a barred wooden door in that direction is still clear. A curtain hangs in an archway to the north.
Two hobgoblins stand guard in this room. They are smart, tough, and loyal to King






