Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 10 results for 'dwells intense are both'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        deals intended are both
                                    
                                
                                    
                                        dwell intensely are both
                                    
                                
                                    
                                        dwell intend are both
                                    
                                
                                    
                                        dwell immense are both
                                    
                                
                                    
                                        dwell intent are both
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
                                                
                                            
                                                
                                                     dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial
                                                
                                            
                                                
                                                     failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the
                                                
                                            
                                                
                                                     not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     lucky to see the morning.
  — Tordek
 The clan is the basic unit of dwarven society, an extended family that dwells together. Everything a dwarf does in life is devoted to improving or helping the
                                                
                                            
                                                
                                                     would term it, but it is just as intense.  Dwarves are creatures of stone, and like stone they change only in response to extremes. The dwarves of the many worlds share much in common, but never
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
                                                
                                            
                                                
                                                     feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most
                                                
                                            
                                                
                                                     failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     pillars, their seemingly dead eyes open wide as if in a state of intense focus.
 Silver Pillars. Exuding enchantment magic that dulls will and perception, the silver pillars cause any creature in the
                                                
                                            
                                                
                                                     dwells in this fine chamber with one Thayan apprentice (see appendix B for both stat blocks). The wizard is half asleep. Both have glyph keys attuned to the zone, as well as keys to the C cells. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     if the characters look into the shaft: Intense heat and light radiate up from the bottom of this smooth-sided shaft, and the crackle of flames is easily discernible from below. A chain ladder is coiled
                                                
                                            
                                                
                                                     dwells. Imix attacks any enemy who comes through the portal. However, he can’t pursue them into the world until the proper ritual is complete. Characters can close the portal only by hurling Tinderstrike
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the
                                                
                                            
                                                
                                                     sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond. If Auril is killed in her third and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , they must pay for her services. She charges 250 gp per person for training and another 25 gp per person per day of travel. Characters who want to be trained must undergo three days of intense lessons
                                                
                                            
                                                
                                                     belligerently protective treants. Thus, it is best “forgotten.” An immortal druid named Pheszeltan dwells deep in the woods and is willing to offer advice to those with the skill to reach him. Fork
                                                
                                            
                                        





