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Returning 35 results for 'most some with only asked for for large'.
Monsters
Waterdeep: Dragon Heist
, ending the effect on itself on a success.Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj
sets out to kill someone, it's because one of his friends (Davil Starsong;Davil, Istrid Horn;Istrid, Skeemo Weirdbottle;Skeemo, or Tashlyn Yafeera;Tashlyn) asked him to. The characters might become
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling
Monsters
Quests from the Infinite Staircase
", "rollType":"damage", "rollAction":"Vine", "rollDamageType":"psychic"} psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the grappled
Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material
Species
Sword Coast Adventurer's Guide
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
asked to come out of the chamber in order to break the spell, and she can give no clues as to the nature of her durance. If the characters come close enough, they can see that two sacks, a large one and a
one of hem—and in fact both of the sacks will disappear if she is asked to accompany the party. If a character touches one of the sacks before she is asked to come along, she and the other sack
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a large scroll in one arm and raises the other hand as if about to speak. Stone plaques set into the statue’s foundation are engraved with Queen Young-Soo’s many achievements.
A character who reads
the plaques and succeeds on a DC 20 Intelligence (History) check recalls that many of the queen’s accomplishments echo those of the obscure magistrate Dae Won-Ha. If asked, Ahn-Jun also notes the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Living Quarters Each level of Gravenhollow features rooms reserved for habitation. The galeb duhr keep the rooms clean, and can provide food and drink magically created by the library if asked
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fit, the land on which it sits remains the property of the crown or local ruler. Should the characters prove disloyal or unworthy of the gift, they can be asked or forced to relinquish custody of the
. The type of fortification determines its maintenance costs, as shown in the Maintenance Costs table. Maintenance Costs Fortification Cost per Day Fortified outpost or watchtower 50 GP Keep or small castle 100 GP Large castle or fortress 400 GP
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
may be seen stone doors recessed in the wall, and to the north a set of stairs leads down.
In the center of the chamber sits a large polished boulder amid a pile of smaller rounded rocks. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ground floor features a statue of a great hobgoblin hero of old in a large enclosed courtyard, and a cluster of unidentifiable statues in one back corner. The outermost area of the ground floor is the
severely damaged, with only old wooden planks and a rickety ladder allowing movement between the two floors. The top level of the fort overhangs the tower. Large portions of the floor are missing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
from Talgen and Sharwyn, asked questions about the Sunless Citadel. About thirteen years ago, a grim human named Belak stopped by, and he had a very large pet frog.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
large dragon tattoo imprinted on her pale skin. She stands in the middle of the room, studying a large piece of parchment spread across a wooden table in front of her. Looming behind her is Thagor, an
18-foot-tall abominable yeti that serves as her protector.
The haughty Keresta welcomes the characters to their doom and promises them a swift death. If asked about Lord Vanrak Moonstar or Umbraxakar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
appropriate roleplaying or a DC 16 Charisma (Persuasion) check, Banrion accepts that the characters mean her no harm. If the hags are still at large, she beseeches the characters to help her defeat
across the chasm.) In this way, the characters discover the tower’s controls if they have not already. If asked, Banrion knows only that the clock tower was once part of an ancient city. She describes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
model resembles a large wheel with a tall spire protruding from the top. A tiny brass ring floats above the spire’s peak.
The spectral blue image of a modron materializes before the dais. It has a
Outlands. If the train is in some other location not represented in this car, no mote is visible. Donation Tube The short tube rising from the floor near the dais has a slot large enough to insert coins
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
make out the tiny outline of Red Larch, and the thin dark line marking the Long Road. Several miles to the north, you see a slender old tower circled by large birds. Nothing else is around here.
If
asked, Larmon identifies the tower in the distance as Feathergale Spire. All he knows about the place is that “knights out of Waterdeep come up here sometimes, riding on flying monsters.” He adds, “They keep to themselves.”
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the behavior of animals can be noted. Dogs are nervous and on edge, horses are skittish, cats are more feral than usual, and rats gather in large, bold packs. Sensitive NPCs are also affected
council meeting. She flatly refuses to tell anyone the source of her knowledge if asked. This makes Ulder Ravengard, King Connerad, and Ontharr Frume suspicious, but others take the secrecy in stride
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the behavior of animals can be noted. Dogs are nervous and on edge, horses are skittish, cats are more feral than usual, and rats gather in large, bold packs. Sensitive NPCs are also affected
first council meeting. She flatly refuses to tell anyone the source of her knowledge if asked. This makes Ulder Ravengard, King Conneerad, and Ontharr Frume suspicious, but others take the secrecy in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
visit the area near the forest, they find a large construction site full of scaffolding and equipment. Laborers clear stumps and raise the frames of new houses while armed guards keep an eye on the
recent accidents at the site. If asked, Jung-Soon doesn’t know anything about the fog, strange events, or attacks on the camp. However, characters who succeed on a DC 14 Wisdom (Insight) check sense
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
seen behind a large desk strewn with papers—a huge white owl with the head of an aging man, seated atop a large, ornate bird stand. The figure reads while turning pages with a talon, muttering curses
readily converses with the characters even if their initial appearance is suspicious, asking them friendly questions with the aim of discovering if Moghadam sent them. If asked about his unusual appearance
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Plane. A nautiloid looks like an enormous conch shell fitted with an exterior deck and a large mass of rubbery tentacles. Ages ago, when the mind flayers could fly through the worlds of the Material
sail between the stars? Next ye will spin tales of a talking hippopotamus that walks on two legs and carries a bow. I asked ye to research facts about other worlds, not spend a week in an opium den
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Wiltroot Hall Locations (W8-W14) W8. Western Clearing You arrive at the clearing to find two of your classmates cautiously eying two large, yellow, viscous puddles oozing out from the underbrush near
errant mascots. The characters have advantage on ability checks made to catalog a mascot if Urzmaktok or Melwythorne is present to lend assistance. W9. Observation Hut C This large and well-maintained
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Despite locals not recollecting the attacks in the area, the people know many have been harmed on the streets and fear that some gang or murderer is at large. The tea shop the characters are looking for is
named Bi Chin-Hae, greets everyone who enters, offering to prepare them a pot of buckwheat or jujube tea. Chin-Hae grows taciturn if asked about the recent attack near his shop or the troubles in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Before handing it to you, the tiefling moves to tap the mug against the counter, only to stop mid-motion and blush sheepishly.
Wheel-of-Fortune explains that there used to be a large shard of
the tavern. If asked about the raiders, the tiefling directs the characters to speak with Grista. Talking to Grista Grista grudgingly shares the following information: Awakened Rudely. Grista awoke to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its fine china and silverware. In the center of the table, a large, tiered cake leans heavily to one side. The once white frosting has turned green with age. Cobwebs hang like dusty lace down every
thee! May it help thee set this troubled place to rest.” If the characters think to ask him who he is, the fool replies, “Pidlwick.” If asked how he died, he replies humorlessly, “I fell down the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside or asked to defend the last holdout of civilization against a relentless horde. The zombies could serve as direct threats or motivate others to monstrous deeds, with the ends supposedly
of Delmunster. The village proves remarkably peaceful and free of zombies, in large part because it’s populated by the podlings of a bodytaker plant (see chapter 5).
6 A character learns that an
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
loose just before sunrise this morning. He escaped during his transfer to Udzec, a maximum-security prison where he would have spent the rest of his days.” “His name is Krenko. He’s the boss of a large
asked, Nassius provides the guards’ account of the circumstances of his escape (see “Krenko’s Patron”). The guards have already been thoroughly questioned, and Krenko’s trail has gone cold. Nassius is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
insane. Muiral
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 195 (23d10 + 69)
Speed 50 ft.
STR
19(+4)
DEX
11(+0)
CON
16(+3)
INT
18(+4
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
lessons proved so effective that she was asked to stay as a professor. She loves passing on her knowledge of medicinal herbs, pest mascot cultivation, and dissection techniques to generations of new
with flavors from his homeland into an ever-changing menu of delicacies. Students from every college trek through Sedgemoor in droves for his food. The only complaint he ever receives is that he gives out unreasonably large portions.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked. Cosmic Enforcers. The Hall of Concordance is
to sell their expertise in the crafting or vetting of contracts. Constructed Nature. A marut doesn’t require air, food, drink, or sleep. Marut
Large construct (inevitable), lawful neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Digressions was actually a monster in disguise. If asked the right questions, Yalerion discloses the following information: Ten days ago, Yalerion bought the book they thought was Mazfroth’s Mighty
Digressions from a market stall in the Wide, a large and crowded marketplace in the Upper City of Baldur’s Gate. They remember that the stall’s name had “dune” in it, but nothing else about the place
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance
unenforceable terms. Beyond that, it doesn’t care whether both parties understand what they’re agreeing to. Marut
Large Construct (Inevitable), Typically Lawful Neutral
Armor Class 22 (natural armor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
Characters who can communicate with the anteaters find them to be lazy, well-fed beasts. If asked about the tall termite mound, the anteaters explain that they live in that mound but the eating’s better
for it. Characters who investigate the 18-foot-tall mound find it crawling with termites but also discover a sizable crack in one side. This supernaturally dark gap is wide enough for a Large
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, and meet with traders. The place has no government. Tortles and guests are expected to be on their best behavior, and those who become a nuisance are asked to leave — or forced out, if necessary. At
special areas covered with rope nets to protect the eggs from large flying predators. If the characters prod the tortles of Ahoyhoy for lore about the island and its inhabitants, each tortle they talk to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Ward stays in the field and documents the strange blight rather than joining the characters inside. F2: Porch A large wooden porch wraps around the front and one side of the farmhouse. Its planks creak
break in the pattern under a chair. If the chair is moved, it reveals a muddy depiction of two children—one is reaching for the other, who is being dragged into the water by large hands. Scrapes in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Wink and Kiss The Wink and Kiss is a large tavern staffed by a dozen dancers, servers, and cooks (all commoners) protected by two human thugs who serve as bouncers. Nareen Dhest and her group are
blue eyes, dressed in traveler’s garb. She is seated behind a large wooden table with empty chairs across from her. Two big human mercenaries in armor lean against the walls close by. She studies you






