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Returning 35 results for 'most secret with only are from for large'.
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most sacred with only are from for lore
most secrets with only are from for large
most secrets with only are from for lore
Monsters
Waterdeep: Dragon Heist
serves the Harpers as a paid informant, keeping that faction apprised of Xanathar's plans as well as he can. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with
Harper spies in Skullport and elsewhere.
Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench that doubles as a club. He also carries mason's tools, smith's tools, and thieves' tools, and has proficiency with all three.Poison
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that
"} to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation":"1d8+4", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Large or
Monsters
Quests from the Infinite Staircase
":"1d20+5", "rollType":"to hit", "rollAction":"Ensnare"} to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target
seeds that might be released by a slain memory web.
Memory Web Memories
d4
Memory
1
The location of a powerful magic item
2
A secret betrayal by a beloved public figure
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.Multiattack. The
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
lanterns leading weary travelers to respite.
A faerie pathlighter has an almost angelic appearance. Their large, white wings become more translucent toward the edges. Motes of magical light drift around
creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than
Monsters
Mordenkainen Presents: Monsters of the Multiverse
pathways through the stone for miles around. Secret doors set into stone are as obvious as windows to a korred.
Korreds have hair all over their bodies, but the hair that grows on their heads is
AttacksCommand Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller
Monsters
Mythic Odysseys of Theros
":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can't constrict another
medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika's knowledge. This information might lead to a cure for a plague, an alchemical breakthrough, or a secret of the cosmos.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the
opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.
Any conflagration larger than its body acts as a gateway to
Monsters
Mythic Odysseys of Theros
":"to hit","rollAction":"Constrict"} to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Constrict","rollDamageType
","rollDamageType":"bludgeoning"} bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature.Hythonia can take 3 legendary actions, choosing from the options
Monsters
Fizban's Treasury of Dragons
honeycombs of hidden passages, deceptively thin walls, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no
their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon’s lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers
Monsters
Fizban's Treasury of Dragons
Serpents of the Dreaming City draws power from an ancient amethyst dragon, which the cultists keep in eternal slumber with braziers of enchanted smoke.
2
A rogue purple worm swallowed a large
water and cultivate the fish that are their preferred food.
Amethyst dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes
Monsters
Fizban's Treasury of Dragons
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
the other tarn. The dragon uses the underwater passage as a secret entrance and emergency exit.
Main Caves. The lair is a complex of caves and tunnels; the stone surfaces are smooth and water-worn, and
Monsters
Fizban's Treasury of Dragons
, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no easily accessible entrances or exits at all, and
great effect. Eventually, a sapphire dragon’s lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the
Magic Items
Tasha’s Cauldron of Everything
long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion.
6
The Stable Hand’s Secret (sweet-tasting human canine)
2 Incubus;incubi
When you make a
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
monsters
possible. Werewyverns like to keep their wyvern form a secret until they need an upper hand in a fight or an aerial escape.
Werewyverns transmit lycanthropy through their potent venom. The curse&rsquo
Large wyvern, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Mordenkainen's Fiendish Folio Volume 1
their assumption that any who meet them seek to harvest them for such experiments.
Secret Lairs. Because they are hunted for food or for their skin, jermlaine take care to hide their lairs away from
prying eyes. They dig tunnels barely large enough to fit their 1-foot tall frames, making it almost impossible for their enemies to pursue them. Jermlaine dig their tunnels along dungeon hallways and
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.
Exemplars of Ambition
Humans who
Backgrounds
Sword Coast Adventurer's Guide
clothes, and a pouch containing 15 gp
Factions of the Sword Coast
The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the
proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
The Harpers
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
including connections to the adjacent underground stream as entrances to the lair.
Reception Hall. The dragon uses one of the large chambers in the lair as a reception hall for allies and servitors. Like
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
inaccessible chambers, possibly including connections to the adjacent underground stream as entrances to the lair.
Reception Hall. The dragon uses one of the large chambers in the lair as a reception hall for
Backgrounds
Sword Coast Adventurer's Guide
conduct yourself in the world at large as a representative of your house.
Noble
d8
Personality Trait
1
My eloquent flattery makes everyone I talk to feel like the most
hide a truly scandalous secret that could ruin my family forever.
3
I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4
I have an
Backgrounds
Sword Coast Adventurer's Guide
a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the “Mercenaries of the North” sidebar for a collection of
little respect for anyone who is not a proven warrior.
3
I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4
My hatred of my
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.
Ideal Minions
Kenku gather in
. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features Map 3.2: Neronvain’s Stronghold View Player Version Secret Doors. Secret doors inside the stronghold are little more than cracks between chambers, just large enough for Medium
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
General Features Secret Doors. Secret doors inside the stronghold are little more than cracks between chambers, just large enough for Medium creatures to squeeze through. They are obscured behind
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cellar Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands
an unlocked door with a cellar beyond. When the characters open the door, read the following: The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ziggurat Features The ziggurat is made of large blocks of smooth sandstone. Unless otherwise noted, the ziggurat has the following features: Ceilings. Corridors have 10-foot-high ceilings, and rooms
have 15-foot-high ceilings. Doors and Secret Doors. Interior doors are heavy stone slabs that can be pushed open from either side. Secret doors blend in with their surroundings. A character who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30 Strength (Athletics) check. 30b. Hidden Hallway This dusty, 20-foot-high corridor is hidden behind two large secret doors. Rusty chains and manacles hang on the walls at 10-foot intervals.
30. Path to the Tomb Keresta uses this hallway to reach her tomb. 30a. Secret Door A bas-relief mural covers the southwest wall of this 20-foot-high room. The mural depicts Shar in the form of a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Visible doors are single large cards; they are as strong as reinforced iron, with AC 19, 50 hit points, and immunity to poison and psychic damage. The card face displayed on each door corresponds to
the room the door opens to. Lighting. Unless a location specifies otherwise, rooms and corridors are lit by ambient dim light. Secret Doors. Secret doors are made of many small cards that shuffle out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lots of worthless clutter. The halflings haven’t noticed the secret tunnel that leads to the Xanathar Guild hideout; it’s concealed beneath a large flagstone that requires a Strength score of 10 or
higher to be lifted. Development If the characters ascend out of the cellar and enter the Peabodys’ small house, the halflings are initially alarmed but can be easily calmed. Upon learning of the secret trapdoor, they vow to seal it up again but allow the characters to make use of it if the need arises.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Distant Music This 30-foot-wide hallway has a 45-foot-high arched ceiling carved with spiders and webs. Band music can be heard coming from a large chamber to the west (see area 25). The east end
of the hall has collapsed, and a secret door in the north wall pushes open to reveal a hallway that leads to areas 21 and 18b.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
attacks when a character opens the door to the nursery. The specter resembles a terrified, skeletally thin young woman; it can’t speak or be reasoned with. The bedroom contains a large bed, two end
tables, and an empty wardrobe. Mounted on the wall next to the wardrobe is a full-length mirror with an ornate wooden frame carved to look like ivy and berries. Characters who search the wall for secret
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave D via the secret door in area E3 (see map E). If the characters approach from outside the cave, read the following boxed text aloud to begin: This
large cave exudes a strong, sour odor. Half-gnawed hunks of meat from sloppily butchered and charred animals litter the area.
The cave’s occupants are responsible for the mess.
Ogre Lair Features
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
. Secret Door A secret door can be discovered between the eastern tapestries with a DC 20 Intelligence (Investigation) check. The door is cunningly hidden among the room’s wooden panels, and pulls open
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
. Secret Door A secret door can be discovered between the eastern tapestries with a DC 20 Intelligence (Investigation) check. The door is cunningly hidden among the room’s wooden panels, and pulls






