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Returning 35 results for 'dust connected'.
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Spells
Xanathar's Guide to Everything
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a
time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate
Monsters
Planescape: Adventures in the Multiverse
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a
of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied
Monsters
Bigby Presents: Glory of the Giants
it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a hill rune on an object in its possession when it finishes a short or long rest
giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a
Monsters
Fizban's Treasury of Dragons
, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way
intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected Creatures
Topaz dragons rarely tolerate any
Monsters
Fizban's Treasury of Dragons
dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately
destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected Creatures
Topaz
Monsters
Planescape: Adventures in the Multiverse
dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Time Breath
the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected
Monsters
Planescape: Adventures in the Multiverse
Breath"}. The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area
dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Dusty Emptiness This room and its connected corridors have 10-foot-high ceilings and floors covered with dust.
Monsters
Fizban's Treasury of Dragons
diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water
intent on destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected
Monsters
Fizban's Treasury of Dragons
crumbling structures and diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz
.
Connected Creatures
Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Z5. Offices The upper floor contains a suite of offices that get little use by the Zhents. The rooms have desks, chairs, and bare shelves covered with dust and draped in cobwebs. Harmless rats
skitter about. Mounted above each office door is a steel alarm bell. The bells are connected by wires to the secret door in area Z3, and they ring loudly when that door is opened. Treasure A character who searches the offices finds an unused paper bird (see appendix A).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave of Shattered Reflection Once the characters have dismantled all three demiplanes connected to Vecna’s Grasp, the large crystals in area E1 shatter to dust, opening the way to Vecna’s ritual
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lords of Dust Tales from the ancient history of Eberron tell of a time when the world fell entirely under the sway of evil: the so-called Age of Demons, when fiendish beings called overlords ruled
the world. The Lords of Dust are servitors of those lords—lesser (but still terrifying) Fiends who seek to sustain the overlords and release them from their prisons in Khyber. Goals of the Lords of Dust
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is
. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with a face as wrinkled as a boiled apple sweeps the floor, pushing around a few old bones and stirring up a cloud of white dust with her broom. She wears a bloodstained, flour-caked apron. A long
, sharp bodkin impales her bundled-up mound of gray hair.
The dirt-caked windows allow very little light to enter this eight-foot-high chamber, most of which is taken up by a large millstone connected to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
well-preserved specimens of unusual creatures, though he prefers to stuff them himself. Many whisper that the young-seeming elf dabbles in necromancy, and some speculate that he might be connected to the Order of the Emerald Claw. In fact, he is devoted to Sul Khatesh and serves the Lords of Dust.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adapt other evil gods or archfiends for an Eberron campaign (assuming you don’t want Eberron to be connected to the wider multiverse) by recasting them as overlords. For example, Tiamat could be an
age of the world by the combined might of the dragons and the couatls, the rakshasas largely disappeared into Khyber as well. The Lords of Dust are made up largely of rakshasas, scheming in the shadows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in area 29b, they decided not to explore these rooms further. 29a. Gallery Broken statuary litters this dust-choked gallery. Examination of the stone fragments accompanied by a successful Wisdom
visible once more. Once this trap triggers, the painting becomes nonmagical andharmless. 29c. Collapsed Tunnel This tunnel connected to area 23 before earth tremors triggered a collapse. Characters
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Prophecy, however—primarily the dragons of the Chamber and the fiendish Lords of Dust—view each fragment as a tiny piece of a much larger whole. From this broader perspective, one fragment or verse
forge, especially when connected to House Cannith as the gorgon in the previous line. Or they could refer to the birth of a new thing from the ashes of the old, or to mortal passions (the fires of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associated with the Lords of Dust has taken an interest in Ghash Duurkat’s research, which has touched on the location of an imprisoned overlord far beneath Darguun. Larrian ir’Morgrave Larrian ir’Morgrave
nevertheless finds time to publish more papers on giant-made pottery than any other scholar, past or present. If you use rival explorers in your campaign who are connected to Morgrave University, they work
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
being that hungers equally for the house’s destruction and living creatures—particularly Small or smaller creatures. The witch makes its influence known through the hearths connected to the chimney
summons a specter. Defeating it satisfies Mara’s request. Pantry. The foodstuffs in this pantry have decayed to dust and rotten smears inside sealed glass jars. Treasure. Searching the pantry reveals a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Temple The following areas correspond to the labels on map 6.2. The temple is connected to Cassalanter Villa by a staircase that connects with area A1. Also, an underground stream (area
sarcophagi contain nothing but dust and bones. The spirits of several dead members of the Cassalanter family are bound to this crypt. They manifest as three dark, vaporous specters plus a ghost that looks
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust oppose the party’s interference. The factorylike assembly spans multiple floors; map 1.1 depicts a portion of it. When the characters arrive, read or paraphrase the following text
slab, where the Heralds of Dust conduct a brief inspection before arranging it to be sent to another area of the Mortuary. Coffin Fitting. Crafters measure corpses for coffins, caskets, and sarcophagi
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to
. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
gateway to one of four connected extradimensional spaces throughout the manor. See “Finding Quill” later in the adventure for more information. M2. Kitchen This kitchen is bright and clean, with two
accompanies the silver place setting is the only one that shows any sign of regular use. Banquet Painting. The banquet painting is the gateway to one of four connected extradimensional spaces throughout
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experiments.” Everything beyond that point is smudged and illegible. 7b. Ghoul Barrels Barrels. Twelve sealed wooden barrels covered in dust rest against the walls. Three are empty, three contain fist
door is connected to the lightning grid in area 7c. Unless the creatures in area 7c have been destroyed, the door emits a soft hum when approached. A creature that touches the humming door must make a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Connected Creatures The encounter tables in this section include a variety of monsters grouped according to themes that might flavor a giant enclave or encounter. Combined with the encounters from
with the elemental and magical nature of giants or places where the Elemental Planes break into the Material Plane. The creatures on these tables might be connected to the cults of Elemental Evil
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
that remains intact is a three-foot-high sandstone altar. Atop it sits a ceramic figure of a baleful half-goat, half-dragon creature. A cloud of black dust swirls around the statue.
This chamber is
imperious voice demands, “or face my wrath!” The black dust coalesces into the lanky shape of an emaciated halfling, rotting bandages and brass chains covering his decaying flesh. A proud, sinister grin
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
walls of this small cavern. The floor is covered with rock dust and tracks.
Any character who examines the tracks and succeeds on a DC 13 Wisdom (Survival) check identifies reptilian footprints mingled
directions.
Characters who search for tracks in the dust and succeed on a DC 10 Wisdom (Survival) check can determine that a lot of kobold foot traffic leads to and comes from the west, and a single
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
highest tier of the step pyramid holds a musty forty-foot-square chamber. Dust and sand coat its floor. Three bronze cylinders, each inset with a small door, span floor to ceiling in the middle of the
room.
Footprints of several humanoids are visible in the dust, stopping in front of the center cylinder. Shortly after all characters enter the chamber, the corpse (or anything propping the door open
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamber’s center.
No one in the fire cult knows of
east. It is a set of steel pulleys and thick iron chains connected to a hanging barricade of black stone. The wall appears to be some sort of a canal lock.
This mechanism controls the flow of lava into
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
haunt to rest. P3: Corpse Preparation Rooms These rooms all look similar, and each can be described as follows: A stone slab in the middle of this room bears a few metal tools covered in dust. A deep
basin is near the slab. Wall carvings show dwarves reverently tending to the dead.
Specially trained attendants prepared deceased Talhund in these connected rooms: East Room. Attendants here washed the