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                        Returning 35 results for 'dwell imagine are break'.
                    
                
                        
                            
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                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    ":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and
                                                
                                            
                                                
                                                     are known for their ability to burn, plunder, and destroy.
Some adult fire giants are trained to lay siege to strongholds and break through enemy lines.Fire
                                                
                                            
                                        
                                                    Kenku
                                                    
    
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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
                                                
                                            
                                        
                                                     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.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                    Optional Rule: Tough Minions Minions of a higher challenge rating, such as fire giants, make for powerful foes. Consequently, it could break the game’s verisimilitude for an NPC commoner to kill such
                                                
                                            
                                                
                                                     player characters—they’re heroes who can always kill a minion in one hit. Overkill Damage Illustrated
 Imagine a fighter is making a melee attack with a shortsword against a lackey, and two more
                                                
                                            
                                        
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     that a seaquake or other natural disaster might break a sea lock and free the kraken to rage as it pleases. Other tales, though, suggest that sea locks emanate from ancient coral weapons buried in
                                                
                                            
                                                
                                                     the ocean depths and that keep a kraken tied within a few hundred miles. Nadir Krakens The largest and most devastating krakens, nadir krakens, dwell in the deepest ocean trenches. These krakens are
                                                
                                            
                                        
                                                     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->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->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
                                                
                                            
                                                
                                                     might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    -hearted nature spirits dwell in every glade and stream, brooking no infringement. Travelers must tread lightly. The air of Arborea seems charged with excitement. Sudden squalls brew up out of nowhere
                                                
                                            
                                                
                                                     steel, and of passions that blaze brightly until they burn out. Its good-natured inhabitants are dedicated to fighting evil, but their reckless emotions sometimes break free with devastating consequences
                                                
                                            
                                        
                                                     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->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     ways. Let the players try whatever they can imagine, using these ideas as examples: Manipulate the Effigies. A character might use an action to lift an effigy closer to the central sculpture, breathe a
                                                
                                            
                                                
                                                     prayer to the dragon it represents, or otherwise coax magic from it. Doing so immediately triggers the corresponding effect from the Dragon Spirits Table. Destroy the Effigies. A character might break
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     remove the demonic essence from the gear. Spells such as dispel magic or protection from evil or good, or other methods that the characters might imagine, could make the part usable. If the characters
                                                
                                            
                                                
                                                     Maggie treats them with such kindness that the imps can’t imagine wanting to work for anyone else. In Mad Maggie’s presence, the imps usually assume the forms of ravens that nest in her hair or perch on
                                                
                                            
                                        
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Undertakers’ Watch Post Several members of the Undertakers gang dwell here in their vampire disguises. If the bandit keeping an eye on area 1 through the secret door retreats here with news of the
                                                
                                            
                                                
                                                     fall and break when the door is opened, alerting any bandits in areas 6a, 6c, and 6d. 6c. Uktarl’s Room Bandits. Unless they have been encountered elsewhere, four members of the Undertakers sit around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Bronze Dragon Lairs Bronze dragons typically dwell along rocky and inaccessible coastlines. Some make dry homes atop lonely sea stacks, while others favor completely submerged lairs in sunken ruins
                                                
                                            
                                                
                                                     pace with their vessel. Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon’s lair find it nearly impossible to break a promise. FIREFLASH
 Also known as Khirsah
                                                
                                            
                                        
                                                     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->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->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     from a city whose rulers sent adventurers to steal from the dragon’s hoard. 
   8  A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world
                                                
                                            
                                                
                                                     flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games. 
   5  A young gold dragon and an archmage are uneasy companions, bound to defend each other by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ” section earlier in this chapter can help you describe your game to others.) Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches
                                                
                                            
                                                
                                                    , they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM, lead by example. Take your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    ” section earlier in this chapter can help you describe your game to others.) Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches
                                                
                                            
                                                
                                                     comfortable using the signal, they can step away from the game or call for a break to talk to you privately. Players may also give a friend permission to use the signal on their behalf. As the DM
                                                
                                            
                                        
                                                     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->Monster Manual (2014)
                                                    
                                                
                                            
                                                     other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
                                                
                                            
                                                
                                                     an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     interesting aspect of an undead villain is that this past injury might have occurred centuries ago, inspiring revenge against the descendants of those that harmed it. Imagine a vampire imprisoned by the
                                                
                                            
                                                
                                                    , or even individual rooms in locations where combat is likely to break out or significant exploration is needed, such as a throne room, a guild headquarters, a vampire’s crumbling manor, or a knights
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     black gate. Any offer of freedom, including the use of a glyph key, causes a break in hostilities while the creature listens. If it is freed, unless the characters know of the circle in area 82, the
                                                
                                            
                                                
                                                     moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked prone. The dragon turtle can’t harm or break the binding chains. The characters can open
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     where warriors gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily
                                                
                                            
                                                
                                                    . Yurtrus has no mouth and never utters a sound, so that he may come in absolute silence for his chosen. The followers of Yurtrus are allowed to dwell on the fringes of the tribe, but are looked upon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
 Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
                                                
                                            
                                                
                                                     the following phrases in that language: “Nakari will be pleased.” “Too much clay! The wings will break!” “The tail is too long.” The cave inhabitants stop talking if the characters have a light
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
                                                
                                            
                                                
                                                     check is required to disarm a simple trap. Imagine how your trap operates, and then think about how the characters could overcome it. More than one kind of ability check might be possible. Some traps are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     horrified expression.
 Four basilisks dwell in this cave. Toward the back of the cave is a nest where the basilisks lay eggs. The basilisks are protective of their den, attacking any creatures that enter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     among the irregular rock pieces are stone sculptures of various creatures, including bats, subterranean lizards, and a broken bust of a gnome with a horrified expression.
 Four basilisks dwell in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     character to pet. If the characters treat the aurumvoraxes badly, the creatures retreat to their burrows. S50: Crew Room (Green) Off-duty crew relaxed in this break room, which features comfortable
                                                
                                            
                                                
                                                    . 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->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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Tendra Nightblade (CE female Illuskan human assassin) dwell here.
 Furnishings. The furnishings, made of zurkhwood, include a large bed with spider silk sheets and an armoire.
 Light. A shuttered
                                                
                                            
                                                
                                                     though that act is ultimately for her own gain — he will be cast out from his family. Drivvin is looking for the right time to break the news to his sister, whose recent defeats at the hands of House
                                                
                                            
                                        





