Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'holds heads'.
Other Suggestions:
holds heart
holds holds
holds head
horns heads
hold heads
Species
Player’s Handbook
The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the
themselves on the Material Plane.
Dragonborn look like wingless, bipedal dragons— scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Kobolds’ Den Arauthator’s kobold servants live in this chamber. A dozen kobolds occupy this disheveled and filthy chamber. Half-eaten fish heads and gnawed seal flippers are tossed into corners or
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Kobolds’ Den Arauthator’s kobold servants live in this chamber. A dozen kobolds occupy this disheveled and filthy chamber. Half-eaten fish heads and gnawed seal flippers are tossed into corners or
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run. The Heads of State table offers suggestions for the kind of work
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run. The Heads of State table offers suggestions for the kind of work
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
chasm holds the excavated ruins of an ancient settlement. Several star arches encircle rocky peaks and outcroppings, testifying to the powerful magical energy in the vicinity—energy once harnessed by
historic figures, including past professors and prominent mage-students, as well as war heroes and heads of state from ages past. Kollema Hall Kollema Hall is a grand, multitiered gallery built into a large
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
curve up over their heads and—most disconcerting of all—the far side of the city directly overhead. Called the City of Doors, this bustling planar metropolis holds countless portals to other planes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
chasm holds the excavated ruins of an ancient settlement. Several star arches encircle rocky peaks and outcroppings, testifying to the powerful magical energy in the vicinity—energy once harnessed by
historic figures, including past professors and prominent mage-students, as well as war heroes and heads of state from ages past. Kollema Hall Kollema Hall is a grand, multitiered gallery built into a large
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
curve up over their heads and—most disconcerting of all—the far side of the city directly overhead. Called the City of Doors, this bustling planar metropolis holds countless portals to other planes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Captain Dapplewing’s time. On the northern wall, a plaque holds the heads of a black and a red dragon, each clearly constructed from metallic crafting supplies. This device is a strange magic curiosity
drawer. C13. Captain Dapplewing’s Study This large office serves as both parlor and study. Antique furnishings line the walls, along with the sculpted heads of several magic creatures. A heavy table
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Captain Dapplewing’s time. On the northern wall, a plaque holds the heads of a black and a red dragon, each clearly constructed from metallic crafting supplies. This device is a strange magic curiosity
drawer. C13. Captain Dapplewing’s Study This large office serves as both parlor and study. Antique furnishings line the walls, along with the sculpted heads of several magic creatures. A heavy table
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carved with strange, otherworldly scenes.
The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carved with strange, otherworldly scenes.
The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Divination Pool This long gallery holds the magic pool that was the source of Diderius’s power. The double doors to the south have no markings on them, but they feature the same hazard as the
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Divination Pool This long gallery holds the magic pool that was the source of Diderius’s power. The double doors to the south have no markings on them, but they feature the same hazard as the
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dragonborn DAVID AUDEN NASH The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat
have made homes for themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spending the night here, all the characters wake up in the morning with the same tune in their heads, and each one hums it under their breath. They soon discover that the tune has “spread” to the
them to Crinkle, the Firefly Cellar’s kenku caretaker, who has the book. Shemshime’s Bedtime Rhyme contains the malevolent spirit called Shemshime, and the book holds the secret of how to stop it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empty holds where prisoners, slain whales, and stolen goods are kept. Storvald is returning angry from not having caught a single whale, and that anger intensifies when he realizes that Svardborg has
as he makes his way to the jarl’s lodge (area 1). Storvald heads to his throne room while the others wait in the feast hall. Five frost giants head to the giants’ lodge (area 2). Five frost giants go
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
calls for them. Rizzeryl offers the adventurers a reward if they destroy both Xanathar Guild outposts on this level (areas 9 and 20) and return with the heads of both guild leaders, whose names, he
deliver the heads of Nadia and Shunn, Rizzeryl gives them a stone key hidden in this room (see “Secret Compartment” below). If the characters attack him, Rizzeryl calls forth the wererats to defend him
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
calls for them. Rizzeryl offers the adventurers a reward if they destroy both Xanathar Guild outposts on this level (areas 9 and 20) and return with the heads of both guild leaders, whose names, he
deliver the heads of Nadia and Shunn, Rizzeryl gives them a stone key hidden in this room (see “Secret Compartment” below). If the characters attack him, Rizzeryl calls forth the wererats to defend him
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spending the night here, all the characters wake up in the morning with the same tune in their heads, and each one hums it under their breath. They soon discover that the tune has “spread” to the
them to Crinkle, the Firefly Cellar’s kenku caretaker, who has the book. Shemshime’s Bedtime Rhyme contains the malevolent spirit called Shemshime, and the book holds the secret of how to stop it
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dragonborn The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to
themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dragonborn DAVID AUDEN NASH The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat
have made homes for themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dragonborn The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to
themselves on the Material Plane. Dragonborn look like wingless, bipedal dragons—scaly, bright-eyed, and thick-boned with horns on their heads—and their coloration and other features are reminiscent
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empty holds where prisoners, slain whales, and stolen goods are kept. Storvald is returning angry from not having caught a single whale, and that anger intensifies when he realizes that Svardborg has
as he makes his way to the jarl’s lodge (area 1). Storvald heads to his throne room while the others wait in the feast hall. Five frost giants head to the giants’ lodge (area 2). Five frost giants go
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Heads. Mounted to the walls are the stuffed heads of several bugbears, hobgoblins, and goblins.
Chest. A locked chest of dark wood, carved in the likeness of a spider with eyes of red crystal, rests
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Heads. Mounted to the walls are the stuffed heads of several bugbears, hobgoblins, and goblins.
Chest. A locked chest of dark wood, carved in the likeness of a spider with eyes of red crystal, rests
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). Flickering lanterns illuminate a cluttered workshop filled with soft, ambient music produced by bells and chimes. Parts of toys are heaped on the tables—leering doll’s heads, half-built rocking
horses, unpainted wooden balls, and the stuffed limbs of soft toys. A stove at the back of the room holds a saucepan of smelting metal. Three doors exit the workshop, and two storefront windows overlook
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
froghemoth pool (area 3A). 3C. Chamber of Bravery Steps descend to a ledge overlooking a pit of sharpened stakes. An alcove on the far wall holds a pedestal with a stone cube resting on it. A relief
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
froghemoth pool (area 3A). 3C. Chamber of Bravery Steps descend to a ledge overlooking a pit of sharpened stakes. An alcove on the far wall holds a pedestal with a stone cube resting on it. A relief
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). Flickering lanterns illuminate a cluttered workshop filled with soft, ambient music produced by bells and chimes. Parts of toys are heaped on the tables—leering doll’s heads, half-built rocking
horses, unpainted wooden balls, and the stuffed limbs of soft toys. A stove at the back of the room holds a saucepan of smelting metal. Three doors exit the workshop, and two storefront windows overlook
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Hidden Treasure Pentagram. A large pentagram is inscribed on the floor.
Statue. A life-size stone statue of Halaster wearing a blindfold stands in an alcove. The statue holds a stout staff that
statue and succeeds on a DC 15 Wisdom (Perception) check notices that the dragon heads on the ends of the staff can be pushed toward each other with a click. When this is done, the secret trapdoor in the