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Returning 24 results for 'draining inherited are beyond'.
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drawing inhabited are beyond
drawing inherited are beyond
draining inhabited are beyond
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Invaders are using the Shroud to disguise their assault.
4 The priests of Osybus (see chapter 5) are draining life from Darkon to empower the imprisoned vestige of a wicked deity.
Azalin’s
experiments with the Shroud, a taste of this threat can take the form of damage, stress (see “Fear and Stress” in chapter 4), or a glimpse of the deadly forces lurking beyond. Don’t outright slay characters who encounter the Shroud, but make sure the experience reinforces the threat to all of Darkon.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
)
WIS
10 (+0)
CHA
3 (−4)
Skills Stealth +4
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
Languages understands
target is missing any of its hit points), reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Life-Draining Vines (Recharge 6). Snaking vines erupt from the blight. Each creature within 10
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Noteworthy Features Those familiar with Har’Akir know the following facts: Har’Akir is a land of vast deserts and deadly storms. Water is scarce beyond the land’s few oases and the city of Muhar. The
for removing the heart, draining the body of blood, and wrapping the remains in linen. These methods preserve the body so the pharaoh might call it to service. It is a crime to burn the dead. Akirrans
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
Resistances lightning
Damage Immunities cold, fire
Condition Immunities charmed, frightened
Senses blindsight 240 ft. (blind beyond this radius), passive Perception 16
Languages understands Common
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
)
DEX
8 (−1)
CON
14 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
3 (−4)
Damage Resistances cold, radiant
Senses blindsight 60 ft. (blind beyond this radius), passive
blight doesn’t require air or sleep.
Actions
Multiattack. The blight makes two Heat-Draining Vine attacks.
Heat-Draining Vine. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
33. Chamber of Opposition This chamber contains a stone font filled with a steaming green liquid. Beyond it, a shadowy figure stands at an open door on the far side of the room. The figure’s back is
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
, water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
bottom tier (preventing water from forcing the door open and escaping into the corridor beyond). If the glass is broken on both of the aquariums, the volume of water is sufficient to fill the two lower
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Characters who spend 5 minutes or more reading the notebooks and who succeed on a DC 14 Intelligence (Investigation) check piece together that Murgaxor is conducting his life-draining ritual in the
secret door, beyond which is area U4. From inside the hallway, characters can spot either secret door without having to make a check. U3. Guard Chamber Two mud-caked, human-sized creatures stand
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Spires. The river splits as it runs through the hilly lands, eventually draining into a series of lakes along the southern edge of the vale. Two small woods also grow in the vale, one along its northern
“goats of coin,” for they will cling like such animals to the most precarious of mountain ridges while seeking the opportunities that wait beyond. My own journeys with the goats of coin have impressed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them spot the bubbling of the underwater spring in that area to draw them in. Map 3.6: sedgemoor View Player Version S1. Marsh Banks Beyond some scrubby bushes, the solid ground here gives way to the
has rendered much of the journal unreadable, but what remains reveals sinister thoughts. It’s clear that some nefarious personality has been experimenting with life-draining magic in the marsh and has
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
-foot wide aperture that grells use to traverse other parts of the Far Realm. The aperture irises open when touched by a living grell’s tentacle. The Far Realm lands on the other side are beyond the
. Channels draining away from the pools are filled with a sweet-smelling, purple sludge. A ball the size and shape of a coconut hangs from a faint rune drawn in an alcove.
Naruv’s recent feast derives
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
just another item on the franchise’s to-do list, and no one ever discovered the super-secret basement beyond. After Hoobur Gran’Shoop led his undead minions in the attack on the lighthouse, the gnome
archmage used the teleporting lens to inspect the secret basement laboratory, and soon discovered the super-secret basement beyond. Though he didn’t explore the super-secret basement, he was delighted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
side. Crossing the Streams Conflicts. Conflicts like these create opportunities for crossing the streams: Beyond the Magic Mirror. A mysterious mirror in a strange dungeon is a portal into a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
enemies. The battle awakens what turns out to be a hive of the creatures, and they use the life and magic-draining power of the spire against the lands below. By 1489, many of the wars that began
tales of people empowered by the gods, and of far-off lands returned to the world, are the subjects of fireside chatter. Daily concerns and the dangers and opportunities just beyond their doors take precedence, and plenty of both remain on the Sword Coast and in the North.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
furnishings include an unmade bed, a drafting table, and an iron safe (see “Iron Safe” below).
Alcoves. Alcoves to the south contain a poorly draining privy and a modest kitchenette where food molders in
guardian to attack. Zox’s music box has no magical properties beyond its ability to play a tune. The music plays continuously but stops if the box is dropped, shaken, or otherwise handled roughly. The box
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Strength (Athletics) check, or broken down with attacks (AC 10, 30 hit points, immunity to poison and psychic damage). Mummy Chamber. When the characters can see the chamber beyond the double doors
potion of healing and a spell scroll of bless. 4. Tunnels An extensive tunnel system beyond the trap room does not appear on the map. This area is a complex maze of passages crisscrossing each other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to Waterdeep and back, for 600 gp each way, plus 25 gp for each wagon beyond the tenth. Runs to Everlund and back are 800 gp each way, as monsters from the Evermoors are known to prey on caravans
along this route, plus 30 gp for each wagon beyond the tenth. The company hires mercenaries and adventurers to serve as guards, paying each person 4 gp per day plus food and drink. Each guard also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
itself. Beyond that, it can’t move. A creature aware of the slime’s presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. A creature that comes in contact with green slime
Dexterity saving throw or have the Grappled condition (escape DC 12). While Grappled in this way, the target takes 5 (1d10) Necrotic damage from the vine’s life-draining thorns at the start of each of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that he can’t control kiddywidgets by using his ring of telekinesis. (See area U5 for more information about Stonky’s ring.) U3. Unlit Hallway Beyond the double door is a dark, twenty-foot-wide
, beyond the range of most characters’ darkvision. As one or more characters enter the hall, the monster scuttles toward them threateningly: Out of the darkness comes a giant, wingless arthropod ten
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(Investigation) or Wisdom (Perception) check finds this secret door. Neither the cultists nor the wights are aware of it. The passageway beyond ends at another secret door that is easily spotted and
(Investigation) check to find this loose cog. When turned, the cog causes part of the wall to slide away as a secret door. The cultists aren’t aware of this door. The small passageway beyond ends at another
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
yawning exit are two gigantic stone statues of crouching griffons, and beyond them lies one of the great wonders and mysteries of the North: Ascore. This ruined dwarven city once overlooked a sea. Now it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
each pool keeps its water from draining out. Numerous tiny drain holes near the tops of the sunken pools prevent them from overflowing. D3. South Massage Room This room contains a massage table draped
retaliation. Jabaz doesn’t know what lies beyond the secret door. D4. North Massage Room From midnight to dawn, a male human necromite of Myrkul guards this room unless he’s drawn to area D2 by sounds of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“Recent Events in Phandalin” section can guide the NPCs’ responses to the characters’ questions. But beyond being sources of information, many of the NPCs in this episode have the potential to interact
meet were terribly boring. Macklin has thus been draining their savings looking for any employment that inspires them. So far, nothing has fit the bill. Macklin wears their hair and beard in a mohawk
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inherited the business from her father, who was a respected town elder, but she hasn’t yet been approached for membership in the Believers. 11. Jalessa Ornra, Butcher Next door to Drouth’s Fine
functions as a dressmaker’s shop and fitting room. Beyond two sets of doors are bathing chambers that emanate pleasant smells and warm dampness. Unlike Tarnlar’s down the street, Haeleeya’s caters to






