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Returning 35 results for 'drink imagine are beneath'.
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Spells
Player’s Handbook
spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can&rsquo
is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the
Monsters
Icewind Dale: Rime of the Frostmaiden
beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures and admixtures. Though other
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Fizban's Treasury of Dragons
saving throws against spells and other magical effects.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.Multiattack. The golem makes one Pinion attack and two Rend attacks
", "rollAction":"Pinion", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions
Monsters
Curse of Strahd
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
Monsters
Quests from the Infinite Staircase
permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.Multiattack. Zargon makes two Barbed
, sacrificing their own to appease their so-called god. Appeased by these living offerings, Zargon returned to the tunnels beneath Cynidicea, where its cult grew.Zargon’s Lair
Zargon’s lair
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the
spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Triton Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object
. Imagine my surprise when the blade flew from his bony grasp!
Still got the scar.”
— Levity Quickstitch,
halfling rogue
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Temple of Asmodeus Beneath Cassalanter Villa lies a secret temple where Victoro leads a cult that worships Asmodeus. Cult members include evil-minded nobles as well as deluded commoners lured by the
the Nine Hells, call out the names of their enemies, and beseech Asmodeus to visit ruin upon their foes. They also drink wine, share gossip, and offer the occasional sacrifice. For the Cassalanters, these events are opportunities to flaunt their power and impose their will on their lessers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
rests now against the west wall, concealed beneath the dark water. The statue’s head is hollow, with holes for eyes and a larger hole for its fanged mouth. Further inspection reveals that the head has
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
development. The time of the first generation precedes the presence of what are commonly understood to be “gods.” Before mortals dreamed the gods into being, before they could even imagine beings as
the mortal world, never worshiped but sometimes appeased. Myths recount how the gods battled and imprisoned the titans, sealing them in a prison beneath the Underworld. Now the titans are all but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
love for a stiff drink to many worlds across the multiverse. Vlaakith Vlaakith (VLAH-kith) is the lich-queen of the githyanki city of Tu’narath, adrift in the Astral Plane (see chapter 6). She is
point of access to the sprawling dungeon of Undermountain.
Xanathar Xanathar (ZAN-a-thar) is an eccentric beholder crime lord dwelling beneath Waterdeep. Desiring to know all there is to know
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of Ioun, once sacred to the knights who dwelled here. Those who drank directly from the font received visions of the past and future from this god of knowledge. Good characters who drink from the font
might receive a vision; roll on the Visions of Ioun table below. Visions of Ioun 1d6 Vision 1 Minotaurs dig beneath the hill and build a temple to Bahamut and other gods. 2 Minotaurs clad in the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
indefinitely without food or drink.
The Astral Sea is also where one can find the petrified remains of gods who were slain by more powerful entities or who lost all their mortal worshipers and perished
Astral Plane sometimes turn these drifting hulks into outposts and cities, many of which are hollowed out beneath the surface.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Slaughter, magic pools can heal creatures that drink from them. In the Golem Laboratories, no Red Wizard will enter the glowing green archways. In the Masters’ Domain, the Temples of Despair are used
channeling the souls of the Chosen into the phylacteries of his underlings, which are stored in the Phylactery Vault beneath the Doomvault. Disrupting the flow of soul energy into the phylacteries should
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the
imprisoned target, and the target can’t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the
imprisoned target, and the target can’t teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
” in this haunted zone is an illusion. The illusion stands still in anticipation of the characters returning its toast, at which point the illusion quaffs its drink; it doesn’t respond to anything else
drink from one of the chalices on the table. The wine is thick and metallic tasting. When the character drinks it, the character’s vision slowly turns red before returning to normal when the character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
require air, food, drink, or sleep.
Actions
Multiattack. The golem makes one Pinion attack and two Rend attacks.
Pinion. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5
) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
remind us of the fallen cities and empires of the past. The High Forest once sheltered three great elven realms beneath its boughs, and the bones of those empires still lie tangled in its roots. Many
palpable than near the Grandfather Tree, an oak larger than you might imagine possible, which serves as a holy site for the Treeghost tribe of the Uthgardt. Four smaller oaks — enormous indeed, though
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
winery’s upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They
vat neutralizes the poison, but it also spoils the taste of the wine. Casting a purify food and drink spell on a vat neutralizes the poison without spoiling the wine. In addition to her animal skin
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
more than 10 feet deep at its center and only 1 or 2 feet deep near the edges. Anyone who succeeds on a DC 16 Wisdom (Perception) check or tries to look beneath the pool’s surface notices animal and
notice anyone who approaches the pool. Under the pretense of being dream interpreters, the harpies call out and flap close to visitors, encouraging them to drink from the supposedly magical pool so the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The
target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
the shores and 30 feet deep at its deepest. The compromised runestone in area 5 has enabled some of the fallen star beneath the Star Forge to seep acid into the lake’s water. As long as the runestone
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
-mounted hussars. An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial
with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant. Immortal Nature. An archon doesn’t require food, drink, or sleep
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Lifestyle Expenses Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other
your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Lifestyle Expenses Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other
represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
cobwebs. Imagine what she’ll be like when she’s senile.
Your favorite sister,
End
Dearest Skab,
Mummy’s little warlock spy was happy to betray her companions and reveal that Kelek, Zargash, and the
of lightning before sitting at her desk to write, granting her flashes of inspiration. The shelves hold thirty bottles of lightning. Any creature other than Endelyn that tries to drink the lightning
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
condition. It doesn’t require air, food, drink, or sleep. When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff
midair in the middle of the room.
Debris. On the floor beneath where the bones are circling lies a shattered stone coffer.
Niche. Carved into the west wall is an empty niche. (The coffer once
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon’s Lair Zargon’s lair is a slimy cavern beneath the lost city of Cynidicea. The elder evil lurks in the depths, feasting on sacrifices cast down by its worshipers. Lair Actions On initiative
downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants.
Actions
Multiattack






