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Returning 32 results for 'dwell ignore are belong'.
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Species
Spelljammer: Adventures in Space
contemplation or strike out to explore the reaches of the multiverse, astral elves tend to see things through the lens of time as having little or no meaning to them. Astral elves who don’t dwell on the
suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language
Compendium
- Sources->Dungeons & Dragons->Monster Manual
arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white
dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival. White dragons create lairs to defend themselves from other deadly arctic creatures
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
temples, but druids and their followers still gather to honor the cycles of nature and to ensure the natural balance isn’t threatened. People who dwell in or near wild lands do well to learn if a druid
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. These well-appointed quarters belong to the fortress castellan, Rilna Freth, a drow elite warrior
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dwell here. Two cling to the 10-foot-high ceiling, and two feed on the rotting corpse of a fifth carrion crawler lying amid the fungus.
The crawlers are natural enemies of the creature in area 2a
, which recently killed one of them with a blow from its war pick. They ignore characters who keep a respectful distance. A character who studies the fungus and succeeds on a DC 10 Intelligence (Nature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
serve as solid ground where nothing else is available, although most natives of the plane never break the surface of the sea and thus ignore these habitations. The following are among the most
extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed to the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn’t the case for mortals, though, and they eagerly set upon those who tread too close
, and it is immune to fire, poison, and psychic damage.
(KARL KOPINSKI) Underworld Cerberus Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deeper extents of the plane, where no sunlight reaches, are called the Darkened Depths. Horrid creatures dwell here, and the absolute cold and crushing pressure mean a swift end to creatures accustomed
plane. Fleets of rafts and ships lashed together serve as solid ground where nothing else is available. Most natives of the plane never break the surface of the sea and thus ignore these habitations
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures need to belong to groups. You can add as many unaffiliated creatures as you like to your encounter deck. Create groups depending on how you’d like the characters to encounter the creatures
or an angel. The friend might have information about the adventure location or the creatures that dwell there. When you draw a friend, set it aside. Then draw two additional cards and determine which
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lies a child’s playroom.
The garments and footwear belong to visitors who never left the cottage. C3: Bubba Wugga’s Playroom Colorful toys litter this spacious playroom. A giant, empty cradle lies
toppled on the floor.
This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibblecheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties
; see “Wait and Watch” below for more information. Map 2.1: The Stone Tooth View Player Version Scout the Area Ambitious characters might choose to ignore the path and scale the Stone Tooth’s slopes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
encounter are with other deep gnome merchants who ignore the characters unless approached. They carry nothing of value. Derro Rioters A mob of derro (see appendix C) rampages through the streets. Five
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
waste of the creatures that dwell here. Pools. Each of the rocky pools in these caverns is 1 foot deep and magically filled with cool, clean water. A pool is difficult terrain. Forest of Illusion
Beast Dens Bones are piled against the western walls of this cavern, forming low mounds.
Creatures. Two adult displacer beasts dwell here with three reduced-threat displacer beasts (see “Reduced
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
will not approve of any character looting these treasures from Arthur’s home. If pressed on the matter, she insists they belong to Arthur’s family. FIRE GIANT BABY TALK
You can use the vocabulary
in the adventure for inspiration. Flauma is pleased to see new playthings, and as long as the characters appease her, she doesn’t cry. If they ignore her, hurt her, or make her angry, she sobs and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
together. Each bat uses the gas spore stat block, but its size is Tiny. The bats ignore most entrants but abhor light. If the characters enter with a source of bright light or activate the room’s
. Many reptiles escaped into the garden, but some still linger here. Two deadly, bipedal lizards captured from another world dwell here. They have short horns, mottled hides, and spiny frills. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
belong to farmers who till plots close to town, shepherds who keep herds in nearby pastures, and workers or servants employed by the larger businesses. Many of the locations in town feature information
about the “Trouble in Red Larch” storyline (for 1st-level characters) or the “Rumors of Evil” storyline (for characters ready to investigate the cult of Elemental Evil). Just ignore the leads and clues
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
collapsed. No monsters dwell here, but the goblin sentries in area C3 are supposed to be keeping watch. They glance only occasionally through the arrow slits, however, so characters who move quietly
emblem of Neverwinter worked into its hilt. The chain mail and weapons belong to Sildar Hallwinter. None of these items is magical, but Sildar is grateful if at least his longsword is returned to him
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
No monsters dwell here, but the goblin sentries in area 3 are supposed to
a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour. Sildar’s Gear. The chain mail and longsword belong to Sildar Hallwinter. Sildar
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
: The bundle contains one set of common clothes sized for a human adult. The clothes have a drab Barovian style to them. They belong to a wereraven or werewolf. Hunting Trap This encounter occurs only if
search of another way out, without hope of salvation. The skeletons ignore the characters unless attacked. If both the rider and its mount are destroyed, this encounter can’t occur again. The destruction
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the tribe’s survival. Families that belong to the higher-ranking castes keep their status by not sharing their knowledge and skills with other families, while those in the lower castes have little
backward) is a goblin possessed by the spirit of a mischievous prankster god. Even though goblins dwell at the bottom of the hierarchy in a goblinoid host, the threat of a nilbog appearing in their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the
. Six displacer beasts dwell in the southeast lounge. Their den is a collection of bones, chewed-up power cables, shredded upholstery, and soiled uniforms. The displacer beasts are hungry and territorial
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
can ignore the effect for 10 minutes. Creatures. Shadows swirling around a pillar coalesce into a wraith after a door other than a secret door is opened in this area. Another wraith emerges from
vent through cracks in the ceiling. Scattered bedding and the stench of unwashed humanoids suggest that many creatures might dwell here.
In the east, on the wall between two oversized bedrolls, is a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
two gargoyles, hiding in plain sight. They don’t react unless characters who don’t belong to the cult attempt to enter the shrine to the north (area M9). The gargoyles don’t interfere with anyone
first establishing the earth cult in the area. Two of the statues in this garden are actually gargoyles. The monsters ignore cultists but freely attack intruders who wander into the area. M15. Dojo Straw
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gargoyles if they have a passive Wisdom (Perception) score of 15 or higher. The gargoyles ignore groups exiting the Temple of Black Earth. They attack any strangers approaching from the north unless
the temple, they need to talk fast, because Nartham craves an excuse to kill. The cooking fire and bedrolls belong to the hobgoblins, who have not yet been allocated better quarters in the temple. They
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
nomads belong to the Bear tribe or the Elk tribe, they give the party a wide berth and attack only if threatened. (Anyone who approaches them with weapons drawn is considered a threat.) Nomads
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the northeast flank of the Nether Mountains, near the western edge of Anauroch. Little is known about this forest except that rock gnomes dwell in the eastern portion. They emerge occasionally to
years ago, and the innkeeper went missing shortly thereafter. Suggested Encounter Hill giants have attacked many of the cattle ranches around Beliard. Every attack is the same: the giants ignore the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave cultists. If they think the characters are cultists, the commoners hurry past with their eyes averted. All other groups challenge the characters if the party looks like it might not belong
party. If they attempt to leave before she finishes her sermon, or if they interrupt her frequently, she orders the reavers to keep them from leaving. She attacks if the characters ignore her
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If characters come from within the fire temple and act like they belong there, the guards pay them little mind. Characters who arrive escorted by hobgoblins must convince the guards to let them pass
shaped room contains a number of sleeping pallets.
The hobgoblins who serve Lyzzie (area E29) dwell here. Four hobgoblins and a hobgoblin captain are currently relaxing. Unless the characters look
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Material Plane after death, they either dwell in the Astral Plane as spirits or are pulled toward one of the Outer Planes to continue their journey. But some entities find ways to travel beyond
the Outer Planes to dwell in the Far Realm. There they transform over eons into abominations or elder evils, seething in a reality with its own laws. All who stay in the Far Realm are eventually twisted
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bandits joyride on riding horses stolen from a corral
4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious crimes
5 1d4 patriars (human nobles) and 2d8 guards
6 1d4
visitors might bring with them. Few seek the church’s services on their own. Rather, most who come to dwell at the church either have a room rented for them by concerned family or receive a somewhat
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Whitkeep Hostel throw tomatoes at passersby who flaunt their wealth 3 1d4 bandits joyride on riding horses stolen from a corral 4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious
extol the virtues of meditation and whatever calm faiths visitors might bring with them. Few seek the church’s services on their own. Rather, most who come to dwell at the church either have a room
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to breathe underwater. Only two are here, since one troll guards area C15 at any given time. The trolls — named Gorgebelly, Marrowsucker, and Ninetooth — ignore goings-on in the dungeon around them
the time. The extra bunks belong to the cultists working in area C22. Any loud fighting in this room alerts the cultists in area C22, who investigate soon after. C24. Bridge of Heroes A stone bridge






