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Returning 23 results for 'dwell imagine are bored'.
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Monsters
Fizban's Treasury of Dragons
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Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any
rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored
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
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Caverns Umber hulks bored the tunnels that connect this level of Undermountain to the levels above and below. The stone giants don’t like the damage that the umber hulks cause and scare them off
stone giants that dwell here. Narrower tunnels are 5 feet wide and 8 feet tall — too small for the giants to fit inside. All caves and tunnels are unlit, since the giants rely on darkvision to see. View Player Version
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dangerous environment where the giants benefit from greater numbers. In these situations, two or three family groups might dwell together in some kind of stronghold, often accompanied by companion
many as two dozen Humanoids might live alongside the giants. Animal companions, elementals, and even a dragon might also dwell in a giant steading. Any of the locations described in chapter 4 might
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in those perceptible regions, appearances
Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs. Distance is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
of Brass a hub of trade between planes of existence. Imagine seas of platinum and liquid flame, the Crimson Pillar with fires hot enough to sear the gods, and the infinite delights of the City of Brass
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, more to feast upon when I’m finally bored.
4 Bipedal life is too ugly and ignorant to merit even a scrap of compassion.
5 I like seeing life through the eyes of a lesser being—before
allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return.
8 I harbor no animosity toward anyone. Let me grow ancient with my forest, and I’ll leave you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
use to populate the giants’ enclaves presented in chapter 4. Chapter 4 discusses the places where giants dwell: the remote enclaves and secret hideaways where they cling to the remnants of their ancient
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spirituality and thought, the spheres where Celestials, Fiends, and deities dwell. The plane of Elysium, for example, isn’t merely a home for good creatures or where spirits of good creatures go when they
in Limbo. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive spiritual regions lie beyond ordinary sensory experience. Even in
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
with stinging corals. Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored out by a giant sea worm the dragon turtle killed. The original entrance at the level
portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby. Hot Water. Geothermal vents heat the water within 6 miles of the dragon turtle’s lair to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and relocating them in Tu’narath. Often, these prizes don’t remain intact for long. When residents become bored or find themselves in the mood for debauchery, the githyanki’s natural propensity for
.
Population. Roughly one hundred thousand folk dwell in Tu’narath. The vast majority are githyanki, but visitors from other planes aren’t uncommon. Individuals who come to deal with the githyanki reside
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Meazel In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow. Now evil
.
Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruins of such places?
Nagpa
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
fight to the death, your players might get bored and miss out on some fun roleplaying opportunities. Whenever possible, reward players for being clever. For example, characters who disturb the ankhegs
, and have been sighted in growing numbers near Falcon’s Hunting Lodge. The spellcasters dwell in a ruined manse. Falcon needs someone to make a preemptive strike against it. Destroy the evil in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
its repercussions change the characters’ world, and its effects echo long after the initial attack or takeover. Imagine that part of your campaign world is attacked or invaded. Depending on the current
. Alternatively, the scale can be as dramatic as humanity rising to overthrow the gods. Imagine that part of your campaign world erupts in revolution. Pick a power group in your current campaign and
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants notice the characters, they abandon their meal and attack. One
tunnels.
The lake teems with blind cave fish and crayfish. These critters are a food source for many of the denizens in the lesser caverns, including predators that dwell within the lake itself. The lake
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
insect rotates slowly on a spit.
Two fomorians inhabit this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants
predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lake bed, 90 feet below the surface. They’re content to creep along
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
core of divine entities remained loyal. Because they rejected Lolth’s treacherous ways, they retained their primal power and their immortality. Surface elves, and other elves who dwell in the light
, to try new things, to imagine what they desire and then pursue it, and to be kind to others. In return for this freedom from the usual requirements of religion, Corellon expects them to address
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
shows signs of damage, but the floor is swept clean of rubble. Sitting on the bedrolls are four bored, red-skinned Humanoids.
Four hobgoblins are quartered in this room. Because their goblin neighbors
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
bored into the stone, carving a maze of meandering tunnels and draining into subterranean aquifers. Though hardly diverting enough water to impact the river’s flow, the web of submerged chambers has
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
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
the stars in the world’s first live-audience adventure. Riverveins Just east of the city, where Dusthawk Hill rises along the Chionthar River, eddies captured by outcroppings have bored into the stone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a DC 12 Wisdom (Perception) check spots tiny holes bored into the slab’s marble base. It’s from these holes that the gas spews forth. A creature in the crypt when the gas is released must make a DC
the coldest hell you can imagine. Every surface inside the crypt is covered with thick, brownish mold. A patch of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon






