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Returning 35 results for 'most some with only arrow flayer for loud'.
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must some with only armor flames for long
must some with only arrows flames for long
most some with only armor flames for land
most some with only armor flame for land
most some with only allow faer for long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 17. View Player Version The caverns surrounding the mind flayer colony are dark and damp. The space occupied by the
colony is smoothly carved from solid stone. Throughout this level, adventurers hear the constant thunder of the underground river, which is especially loud in area 12 and slightly less so in areas 16 through 20.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, disguised to look like a section of the staff that represents conjuration. A character who searches the wall spots the button with a successful DC 15 Wisdom (Perception) check. Pressing the button results in a loud clicking noise as the arrow trap deactivates for 1 minute.
a creature enters the trapped 10-foot-square space marked on map 9 for the first time on a turn or starts its turn there, the medusa statue in area 3 animates and shoots a magic arrow at the creature
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Other Rewards If the characters helped solve the murder mystery aboard the Concordant Express, the mind flayer detective Ignatius Inkblot uses its plane shift spell to deliver a wrapped parcel to the
Weapon. A master smith might be able to work the true name of a creature into an arrow of slaying or other target-specific magic item.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis (see “Arrival” above). Arrow slits are spaced along the walls and murder
reduce the time proportionately. The noise created by smashing down the doors is loud enough to alert all the dwarf ghouls in the fortress, which gather in area A4 and attack once the doors fall. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain wall rising more than a hundred feet before you. Carved high on the wall are rows of arrow slits with lights burning behind them and clanking sounds issuing from them. A narrow staircase
Decision As the characters begin their ascent, read: From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on a DC 15 Wisdom (Perception) check notices the grick, which attacks when noticed. The first time it is injured, the grick emits a loud squeal that draws the gricks lairing in the mine (area G9) to
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
the double door is a lowered iron portcullis. Area X6 contains the winch that raises and lowers the portcullis, which can also be forced open with a knock spell or similar magic. Arrow Slit. A duergar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
each: darkness, faerie fire, shield 1/day: Melf’s acid arrow Space Orogs The characters encounter 1d4 + 1 orogs hunting for easy prey. These orogs were raised in deep caverns on H’catha, a wheel-shaped
planet ruled by beholders and the farthest world from Toril’s sun. The orogs wear bucket helms resembling bulbous mind flayer heads, with large, glass-covered eye holes and tentacle-like breathing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
doors lies a shadowed hall. Round towers loom over the entranceway, with arrow slits facing the terrace.
The main gates between areas C1 and C2 are made of bronze-covered wood, but they are corroded and
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
No monsters dwell here, but the goblin sentries in area 3 are supposed to
be keeping watch. They glance only occasionally out of the arrow slits, however, so characters who move quietly might be able to creep past them. Have each character make a Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seals each door.
If the duergar hammerers have been defeated or lured elsewhere, add: Loud banging from one cell causes the bar on its door to tremble in its brackets. From another cell comes a gentle
. Once there, it slips away and adopts a new disguise. The doppelganger won’t harm the characters unless they give it reason to. The loud banging comes from an unarmed goliath warrior named Kapanuk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
. Because of the loud waterfall, characters must yell if they want to communicate with each other while in this area. Kobold Saboteurs. The cascading water drowns out the noise made by two Icewind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells Spite has prepared, plus the following spells: arcane lock, Bigby’s hand, disintegrate, forcecage, gaseous form, glyph of warding, Leomund’s secret chest, maze, Melf’s acid arrow, Mordenkainen’s
braille-like writing called Qualith, which the mind flayer reads with its tentacles. A non-illithid must use a comprehend languages spell or similar magic to comprehend the writing. The book contains all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Dynamo The central feature of the mind flayer colony is a psionic, quasi-magical turbine powered by a thunderous underground river that flows through it. River water entering the dynamo is
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ledge leading to area B6 and ends at an arrow slit, beyond which lies area B22. The arrow slit is 4 feet tall but only 6 inches wide. B3. Ruined Gates A massive pair of stone doors lies broken just south
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
successful DC 15 Wisdom (Perception) check. X15. Stairs to the Maze Characters at the top of these magically lit stairs can hear loud music and raucous laughter boiling up from below. The staircase descends
saving throws against poison and resistance to poison damage. They have darkvision out to a range of 60 feet. They speak Common and Dwarvish. Nihiloor the mind flayer has psychically and surgically
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Crossed silver battleaxes Deep Duerra, duergar goddess of conquest and psionics LE Arcana, War Mind flayer skull Dugmaren Brightmantle, god of discovery CG Knowledge Open book Dumathoin, god of buried
spiraled in flame Laduguer, duergar god of magic and slavery LE Arcana, Death Broken arrow Marthammor Duin, god of wanderers NG Nature, Trickery Upright mace in front of a tall boot Moradin, god of creation
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has her back to the upstairs window that faces east, and can’t see anyone approaching from that direction. Her incessant singing is so loud that she can’t hear anything but the loudest noises outside
clockwise direction and forming landings at various points. Situated next to each landing is a 9-foot-tall arrow slit that tapers to a width of 5 inches. Much of the tower floor and the staircase is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains all the spells Valtagar has prepared. Its cover is embossed with a broken arrow, the symbol of Laduguer. The iron strongbox contains 600 pp. Minted in Gracklstugh, these coins bear the stern
visage of Deepking Horgar Steelshadow V on one side, the mind flayer skull symbol of Deep Duerra (the duergar god of conquest and psionics) on the other, and a Dwarvish motto on the rim that translates as “As low as we can go.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the bunker and shoots his heavy crossbow through the arrow slits at any creatures he sees. He carries this crossbow in addition to his regular weapons. Underground Tunnel. This 5-foot-high tunnel is
out of the wall.
Nildar (see area O6) investigates any loud noises in this area. Once summoned, he stands next to the lever and waits for one or more intruders to move into the chokepoint, whereupon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
. Hobgoblin Barracks The old furnishings were cleared out of this chamber to make room for thirty-two wooden cots. Five hobgoblins rest here between patrols. 21f. Brain-Dog Kennel The mind flayer
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Removing an iron bar takes an action. X3: Arrow Slit Hallway A narrow hallway lined with arrow slits stretches north and south, opening into brightly lit chambers at each end.
This area once
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Fire Temple E1. Entrance An arrow slit is carved into the south wall of the lava tube leading to this area. The arrow slit is 3 feet tall, 6 inches wide, and unguarded. Behind the arrow
an arrow slit that looks out into a lava tube (see area E1). E7. Barracks This chamber is a barracks. Rows of bunks line the walls, and several tables fill the central portion. Braziers and torches
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
weapons. X18. Guarded Corridor Between two sets of double doors is a corridor with a dozen arrow slits along its walls. Four duergar guards are stationed in the hallways to either side (two per location
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
north and west. If she sees anything suspicious or threatening, she shouts loud enough to put the rest of the guildhouse on high alert. This bandit carries a key that unlocks the door to area G14
, she shouts loud enough to put the rest of the guildhouse on high alert. This bandit carries keys that unlock the doors to areas G23, area G24, and area G25. Spyglass. The spyglass, which is damaged
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
appendix A). The intellect snare lurks in an alcove behind the stack of metal chests. It amplifies the psychic echoes in this room to show a scene of a wailing mind flayer atop the table, struck so hard
fixed arrow pointing downward at its top. The indentation in the dial’s middle is a magical keyhole that requires the insertion of a faceted gemstone. Dumathoin Knows. Any character who worships
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fighting begins. C18. West Guard Post The monsters in this room post a sentry by the arrow slit looking out into the hallway. If intruders approach, the room’s denizens prepare an ambush and attempt to
floor mark spots where ovens once stood. Filthy, flea-infested straw pallets are arranged on the floor, alongside a water barrel and casks of provisions. An arrow slit looks out over the hallway to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
not locked. A character can use an action to try to wrench open the doors, doing so with a successful DC 14 Strength (Athletics) check. The noise is loud enough to alert the creatures in area N2
from the open wall is the ship’s telepathic distress beacon. It can be deactivated in the following ways: A mind flayer can use the helm to shut it off. Any creature can use an action to try to rip the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
relatively good condition, although half of the tower’s roof is gone. A door leads into the cottage, and several arrow-slit windows are visible in the tower. You notice an eerie quiet in the area and a
most buildings in town. Its rooftop features a simple battlement, and arrow-slit windows indicate that it served as a small keep in times of emergency.
Five ash zombies (see the “Ash Zombies” sidebar
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to stay hidden. Three ballistae face arrow slits in the outer wall, and two iron grates cover 10-foot-square holes in the floor. The grates are held in place with stone and cement. A Small character
floor around them is littered with bits of broken wood. The griffons can’t attack creatures outside of their cages, but they make a ruckus when intruders enter — so loud that Countess Sansuri can hear
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
leads into the cottage, and several arrow-slit windows are visible in the tower. You can’t help but notice an eerie quiet in the area and a strange, acrid smell in the air.
The corpses of two hideous
the years better than most buildings in town. Its rooftop features a simple battlement, and arrow-slit windows confirm that it was built to serve as a small keep in times of emergency.
Five ash
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) or Wisdom (Perception)
Genuine Batiri goblin pottery set (not at all genuine) Intelligence (History) or Wisdom (Perception)
Môrgæn never-miss arrow set (always misses) Dexterity (Sleight
characters to receive a telepathic message from the mind flayer: “I will consume you and your companions. Your end comes soon.” More information on this Six agent can be found in “On Board The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
jumpsuits inspect the devices. Four slimy tentacles sprout from each of the creatures’ bulbous, octopean heads.
Michele Giorgi A mind flayer
in a spacesuit Passengers watched films, news, and other
, casting flecks of light on the room’s surfaces.
Uncomfortably loud electronic music fills the room. Four synthetic humanoids in fashionable attire hover above the floor, bobbing to the steady
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
surviving bargains with devils. Eight for Dinner (first edition, signed by the author) is a murder mystery in which an inquisitive mind flayer detective solves a murder aboard a planar locomotive called
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
he is freed, Therzt babbles about the weakness he demonstrated in being captured and declares that he must die. As an action, Therzt casts Melf’s acid arrow on himself while screaming his devotion to
side surfaces and contests for control. She argues out loud with herself, and half the time she acts evilly and without concern for her saviors. While talking to herself, she reveals what happened to






