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Returning 35 results for 'prove inside'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has
Orc
Legacy
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Species
Volo's Guide to Monsters
foe and enable them to prove their worth before their deities. He relishes every short-term triumph and swears revenge for every setback. Luthic, though, takes a longer view. She understands the
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust Charms At the DM’s discretion, characters who join the Heralds of Dust or otherwise prove themselves to the faction might receive one of the following supernatural charms from a god
were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or object.
You remain in this form for 1 minute or until you end it as a bonus action. Once used, this charm goes away.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and fame are good motives, but they’re often hiding something deeper—perhaps a longing to be accepted, or a burning desire to prove your naysayers wrong.
Me? I fight to protect others and to kindle
hope. (And maybe, a little bit, to prove my father wrong.)
Knight Destinies Card Heroic Tie Balance Someone—or something—wronged you in your past. You seek revenge. Comet You’ve been promised an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
gate, but the attacks exploit every shift change and flawed positioning. Kalar fears a spy is in Rigus’s midst. If the characters can prove they have any sort of martial aptitude, Kalar offers to hire
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
recovery. Once the characters reach the gates, they can see that the truth lies somewhere in between. The characters must prove their goodwill to the deep gnomes before they are allowed inside. Once the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
particular hero of my faith, and constantly refer to that person’s deeds and example” into “I loathe a particular hero and their followers, and I will prove the hypocrisy of that person’s deeds and
, you create a feeling that the characters are trapped inside a collective nightmare. Through their interactions with a Darklord who mirrors them, characters discover how easily they could become the villains they face.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tries to pitch her passengers into the water. Each occupant must succeed on a DC 10 Dexterity saving throw to stay inside the boat. Characters who impress Feathereen with their answers earn her respect
, note the names of any characters who impress Feathereen with their conversation. These characters gain debating talents that might prove useful in chapter 5 (see area P41). Development If the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Pixie Kingdom A copse of oak trees shelters a miniaturized fairground. At its heart, a hamster runs inside a tiny Ferris wheel, encircled by minuscule wagons and candy stalls. A pixie sits cross
thimbleberry tarts inside one of the pixie cottages. Characters can ride the wheel, which is powered by a talkative hamster named Biscuit. An awaken spell cast on the hamster gives it an Intelligence of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Garloth’s rat familiar arrived to find the mausoleum open and grave robbers inside. They killed the rat, took the stone, and fled along with the skeletal remains of Grinda’s ancestors. Characters who
great respect for the Harpers, however; a character who belongs to this faction and produces a Harper pin to prove it can pry the information from her with a successful DC 13 Charisma (Persuasion) check
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assault Encounters Level 1 of the fortress teems with defenders. While most sahuagin are clustered as described in “The Defense,” a few locations prove central to the fortress’s security. 1. North
supplies rests a box made from tightly grown pink coral. Inside is a necklace of adaptation and 4 potions of healing. 19. Hall The sahuagin mount a desperate defense here, determined to protect their leaders
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 4: Revenge for the “C” Team You are standing just inside the front door to the Dran & Courtier. The place is deserted, the tables empty. Everything is in shadow, except where a purple light
version of the Dran & Courtier as the characters (as will prove to be the case), the “C” Team members promise to continue trying to free the inn from the Six’s magic. As thanks for the rescue, K’thriss
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Nightwalker The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove
unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter. One can reach the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghorbani Bakery Laleh Ghorbani’s bakery is a two-story edifice west of Three Sun Square. Inside, Laleh is hard at work. She wears a flour-dusted apron with flower motifs. She has high cheekbones
. If the characters agree to help Laleh, she thanks them and says her agents will contact them later. Should the characters prove reluctant to help, Laleh tells them to think on what is right and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Bedine obey a code of hospitality and honor, and they provide shelter, food (goat cheese and dates), and drink (strong tea or water) to anyone who visits the desert unless the visitors prove unworthy
believes this to be the same golem. His grandmother tried to guide Alkazaar to the caves of Haruun, but a sandstorm created by a wild djinni drove them back. A cavern inside Haruun called the Hall of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
amazement on seeing the murals, since the works prove that their legends about a city that was destroyed by a dragon are true. Shamir says that he knows of a cursed place in the desert that looks like
mural shows the golem and the prince placing a golden cylinder inside a vault filled with stars. A beam of blue light emerges from a gem in the golem’s chest. There’s a large inscription engraved below
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
treated with cautious respect until they prove themselves undeserving of such consideration. All rooms and corridors in this part of the dungeon have flat, 10-foot-high ceilings. 24a. Hall of Smiths Decor
the githzerai speaking quietly inside. The room’s features are as follows: Githzerai. Four githzerai zerths are having a hushed conversation in the middle of the room, speaking Gith. They stop talking
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other land dwellers.
Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
diameter, supporting the roof above. All archways are 10 feet wide and 10 feet high. Illumination No permanent light sources exist inside the stronghold, since the sahuagin have no need of them. In
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
celebration taking place inside a towering banyan tree strobing with colored lights.
Kopoha (chaotic good empyrean without a Maul attack) argues with an elf named Manalath (neutral good mage), who’s
respectfully preventing the empyrean from entering the Yearning Timbers. Inside is a rare, invite-only event being hosted by Rillifane Rallathil, an elf god of nature. Manalath apologizes and calmly repeats
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mage who speaks Common, Gnomish, Terran, and Undercommon) built the contraption and recently locked himself inside it with enough food and water to keep himself alive for 1 week. A metal hatch at the
surrenders if reduced to 10 hit points or fewer. Ignus and Tockworth are rivals, and Ignus long suspected Tockworth’s experiments would prove troublesome for Little Lockford. His public warnings about
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their defenses and the security of their homes, no clan is immortal and no stronghold unassailable. Threats to a clan can come from the outside or the inside, and it’s often the latter variety that
that can prove useful against the vagaries of the outside world, but that is likely to be the extent of their contact. Under normal circumstances, dwarves prefer to be left alone. Interacting with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
until they prove otherwise. Characters who don’t speak Troglodyte and don’t have access to a tongues spell or similar magic can use gestures, pictures, or other crude methods to communicate with the
corner of the cave swivels on a central axis. The secret door can be seen automatically from inside the tunnel.
The troglodytes are bracing for another drow attack from the north. The clan’s current
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mostly masks the odor of decay that permeates the hall. Nezzarum, a Silver Dragon Wyrmling who knows Common, lurks inside the statue of Orcus. The dragon can gaze out into the hall through the
approach Nezzarum without first fighting Xia, the dragon is initially Indifferent. Indifferent Dragon. If Nezzarum hasn’t seen the characters prove themselves in battle, he errs on the side of caution and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, peg arm accessories) that provide surprising functionality — and even replaced one of her own hands and a leg to prove her point. Talk First, Fight Later? When the characters approach the Peg and Hook
intentions, or asked too many strangers how to find the organization, a strike team is already inside the shop and attacking Arla. Go straight to “Dran Strike Team” below and roll for initiative. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: “First, you must prove yourself! When human warriors came to these lands, they fought our kind and stole our relics, burying them in the ground. The humans built altars to Uthgar, their god-king, atop
Uthgardt spirit mounds will likely bring the party into conflict with one or more Uthgardt tribes. Map 4.2: Harshnag’s Map Returning with the Relics To offer a relic as tribute, it must be placed inside
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devils, using the Creed Resolute to bind all Elturel to his dark deal.
“I wish to prove my theory, and I believe the evidence is locked inside the puzzle box.”
Sylvira is an expert on magic puzzle
apart. Inside the box is a stack of nine chain-linked plates, each three inches on a side, cast of dark iron, and stamped with Infernal runes. Anyone who understands Infernal can translate the runes as
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
appropriate for the house to reveal its full malevolence. If characters prove especially persistent (or destructive), the house might wake earlier. If this occurs, the adventure’s horror takes on a more
(area 25)
2 In the tub of the master bath (area 17), facing a mirror smeared with blood that repeats the words “Bloody Mara” three times
3 Inside an empty cask in the wine cellar (area 27
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Confined inside is a prisoner named Marta Moonshadow. Fascinated by drow culture, Marta hoped to join the ranks of House Auvryndar but was captured and locked up instead. She seeks an opportunity to prove
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Additionally, a small ship is anchored near a clear beach inside the cove. Elven Ship The ship belongs to a group of elven wizards who found Wrecker’s Edge a few months ago. Characters who grew up in an
Wastes. Despite resenting his people’s small-minded decisions, he sees this mission as a chance to prove himself and potentially strike back against the Dragon Armies. Dalamar studied pre-Cataclysm magic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of the person he has become. Gwendolyn carries no weapons with her for the wedding. Gwendolyn’s secret revolves around wanting to prove that she believes that Tannus has truly changed, but that she
violent ways. Tannus carries no weapons with him for the wedding. Tannus’s secret involves wanting to prove himself to Gwendolyn. He must abstain from violence all day long, no matter what happens
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
eager foe and enable them to prove their worth before their deities. He relishes every short-term triumph and swears revenge for every setback.
Luthic, though, takes a longer view. She understands
be broken and defeated by superior strength. Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
opened from inside the tunnel. It leads to area C9. Treasure. One open coffin contains four wool cloaks worth 10 gp each and two wide hats worth 5 gp each, which the cultists use to travel
, Sarcelle Malinosh. Sarcelle is dozing inside the coffin, wrapped in the blankets so only her hair is visible. Sarcelle is a human wild-magic sorcerer whose spellcasting power was stripped during a recent
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Necropolis Locations (Y10-Y18) Y10. Arboretum A canopy of golden leaves crowns the trees inside a sunken basin. The trees grow in stark contrast to their bleak surroundings, their branches swaying
-foot-diameter, rubble-strewn circular chamber. Eyeballs drift inside the orb, like fish in a bowl. Some have cataracts, while others are bloodshot or pus-filled, but all turn and gaze at you as you






