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Returning 35 results for 'shattered grow locations'.
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shatters grow location
shattered good location
Monsters
Bigby Presents: Glory of the Giants
action.Though they’re often mistaken for mundane cats, giant lynxes are magical creatures with origins in the snowy woodlands of the Feywild. Their coats grow lighter in winter, helping to
likely hunting locations. They’re also smart enough to outwit many of the hunters who seek to trap them for their fur, and they’re fond of disabling any trappers’ snares they find in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks
lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive
Monsters
Spelljammer: Adventures in Space
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use
Monsters
Van Richten’s Guide to Ravenloft
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
shards of its shattered skull.
2
A vain dullahan pursues it own relatives, seeking to claim a head with its family resemblance.
3
A greedy dullahan seeks to recover its bejeweled helmet
Monsters
Icewind Dale: Rime of the Frostmaiden
, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.Auril can take 3 legendary actions, choosing
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
Monsters
Eberron: Rising from the Last War
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Monsters
Fizban's Treasury of Dragons
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
Monsters
Fizban's Treasury of Dragons
of caves and tunnels; the stone surfaces are smooth and water-worn, and the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
chosen scenic locations with anything that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
best accomplish this.
Their preference for lair sites frequently brings topaz dragons into conflict with other creatures, since they resent having to share their chosen scenic locations with anything
monsters
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover a
monsters
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragon’s lair grow faster and cover
monsters
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
monsters
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
dragon’s lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that
Triton
Legacy
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Species
Volo's Guide to Monsters
Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin
spread across the world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
Kobold
Legacy
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Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
, sorcerer, miner, or crafter is as likely to be female as male.
Grow Fast, Die Early
Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is
Species
Acquisitions Incorporated
, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan’s mutations, as verdan from the same family can shift in drastically
became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
About This Book Phandelver and Below: The Shattered Obelisk is a Dungeons & Dragons adventure optimized for four to six characters. The player characters are the heroes of the story. This book
describes the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This adventure presents Phandalin, the surrounding region
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 6: The Shattered Obelisk The characters have defeated Ruxithid, the Sawplee goblin leader who collected fragments of a Netherese obelisk. However, an unsettling truth has emerged: Ruxithid
acted at the behest of much more powerful overlords who want the obelisk pieces to impose some terrible fate upon the town. The characters discovered Ruxithid’s map, which shows the locations of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Locations in Hither The following encounters are tied to locations marked on the map of Hither. Move these locations as needed to put them in the characters’ path, and chalk up any discrepancy with
a native of Prismeer who remembers what the domain was like before the Hourglass Coven shattered it. Agdon Longscarf, a nefarious bandit leader, can tell the characters how to reach Downfall if they get the better of him.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters’ search for Kas takes them to several locations, from the Ruinous Citadel, where Miska the Wolf-Spider is in the process of breaking free from his prison; to the Hurricane Tower, where the
characters useful information. The characters’ choices affect where they ultimately face Kas, but regardless, the characters must weaken the vampire enough to banish him with their Chime of Exile. While doing so, they discover Vecna’s location in the Cave of Shattered Reflection.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
shards now, but the fanatics need as many obelisk fragments as possible to ensure their ritual will succeed. The Sawplees’ map reveals the locations of three other fragments: an abandoned dwarven
temple called Talhundereth, the crypt beneath it, and a subterranean trading nexus called Gibbet Crossing. These locations are in the Starmetal Hills, several days northeast of Phandalin. In the previous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
invasion from the sea. The folk of the hermitage opened the island to people of all faiths, promising a place for those seeking solitude and peace. But that peace has now been shattered, and the characters
builds a chilling scenario that requires the players to peel through several layers of mystery, decipher the truth of the matter, and face down supernatural horrors to end a threat before it can grow to its full power.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Klorr Darklord: Klorr Hallmarks: Impending doom, surreal environment Klorr is the end of worlds. Here, shattered islands drift through a misty netherworld, caught in a swirling spiral that ends at
lost and failed domains—among them, a tower like a blackened rose and a city of skulls—as well as timeless echoes of domains that yet exist. Those cast away amid this orderly apocalypse grow ever more desperate to defy the doomsday clock and the will of a hidden Darklord, the obsessed clockmaker named Klorr.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arekanz’s demiplanar donjon, the shattered remains of these deities stand between the party and the unreality’s manifested secret to the east. The following locations are keyed to map 11.4. Dyson Logos
Arekanz’s Donjon Locations In this unreality, before Vecna slew his rival deities and fed their remains to Arekanz, the archlich turned each rival to stone. From where creatures first appear in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sky Prison Deep within the majestic desert east of Akharin Sangar, the floating edifice of Zendaane Sabz, known more commonly as the Sky Prison, hangs over a lake of shattered glass. The prison is a
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Knights” (an extensive series of “in this situation, a knight shall do this” guidelines). Life here is very regimented. The occupants of Summit Hall grow their own food and keep perpetual watch over
can turn to the Knights of Samular to recruit guards for locations they’ve cleared or other “off camera” needs for low-level soldiers.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
anew alongside or on top of an earlier community. It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tepui Locations The following locations are keyed to map 14.1. Map 14.1: ghost orchid tepuiView Player Version A1: Waterfall Pool As the characters approach the base of the tepui, read or paraphrase
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
body with one moon (Eysix) 100 million miles (1 day’s travel) Imperial Citadel City in space 100 million miles (1 day’s travel) Locations in Xaryxispace The following locations are depicted on the map
Xaryndar is a lush, green planet that teems with life. The flora of the world grow to extraordinary size thanks to the light of Xaryxis, and many of the planet’s most formidable creatures are various
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
days’ travel) Locations in Doomspace The following locations are depicted on the map of Doomspace. DoomspaceView Player Version Eye of Doom The Eye of Doom is the remains of Doomspace’s sun. This
) and other smaller life forms live in the forests that grow atop Aruun’s rocky pillars and plateaus, beyond the reach of the tarrasques. G’vek. This moon is dotted with sheer mountains that have become
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters find Curst’s townsfolk to be a sour, suspicious lot who are generally uninterested in conversation. Getting terse directions to the gate to Carceri or any of the Curst locations requires a
successful DC 14 Charisma (Intimidation or Persuasion) check. CoupleOfKooks “We’re the refuse of the Outlands, the debris of shattered dreams, the waste of every failed vengeance. We’re the scum of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
State of the Ship After several days at sea, Soul of Winter comes in sight of the looming, shattered hulk of the derelict Emperor of the Waves. Wolgar Windrune brings Soul of Winter within 500 feet
the only way inside. All locations on the ship are identified on map 4.1. Soul of Winter comes no closer than 500 feet to the derelict. After taking the characters up to the ship, the sailors move 200
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Island Locations The following locations are keyed to map 1. Ahoyhoy The tortle fort of Ahoyhoy (see map 2) is situated on the northwest coast of the island. Tortles come here to socialize, lay eggs
mountains east of Ahoyhoy is an old shrine that belonged to some kind of snake cult. It’s a place of mystery and secrets. 6 Tortles mate and lay eggs when they grow old. The parents guard the eggs until






