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Returning 35 results for 'some of refuse darkness view'.
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Yuan-ti Malison (Type 3)
Legacy
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Monsters
Monster Manual (2014)
time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults
their humanity to become like the serpent gods in form, as well as in thought and emotion.
Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for
Tortle
Legacy
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Species
The Tortle Package
Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the
feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to
Triton
Legacy
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Species
Volo's Guide to Monsters
, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
Orc
Legacy
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Species
Volo's Guide to Monsters
gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
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
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk
Legends of Greyhawk
Elemental Evil Rising is a Legends of Greyhawk adventure bundle set near the iconic Temple of Elemental Evil in 576 CY.
View Cover Art Contents
Introduction: Elemental
Evil Rising Chapter 1: A Village Called Hommlet Chapter 2: Darkness in Nulb Chapter 3: Ruins of the Moathouse DM Aid: The Chained God is Stirring Credits
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, you can’t hide from someone if you’re in full view. A lightfoot halfling, though, can try to vanish behind a creature that is at least one size larger, and a wood elf can try to hide simply by being
temporary hit points last? Unless a feature says otherwise, temporary hit points last until you finish a long rest (PH "Temporary Hit Points"). Does all magical darkness block darkvision? Magical darkness
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magical darkness blots out much of this room and conceals a locked double door to the south. Neither light nor darkvision can pierce the inky darkness. A successful dispel magic spell (DC 18) ends
the darkness for 1 minute and reveals a 12-foot-tall statue at the center of it. The statue magically and silently reshapes itself every minute, taking on one hideous form after another. When first seen
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
night, its denizens rely on Darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in Darkness.
Marc Moureau Map E: Ogre Lair (DM’s Version) View Without Tokens View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
47. Roof and Battlements The roof offers little in the way of a view, since the surrounding cavern is all but lost in darkness. The echoes that a single shout can create are astonishing, though. Four
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Zombies From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
radiance and shadow takes concrete form in Silverquill magic, as students learn to manifest brilliant light or inky darkness with their spells. The fundamental argument among Silverquill’s scholars
radiance envisions language as sunlight emanating from the speaker or writer to illuminate others and make the world a brighter place. Mages who embrace this view use their language skills—and their magic
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep Features Dyson Logos Map 4.6: Forsaken Deep View Player Version Map 4.6 shows the ruins of the storm giant retreat and the trench, including the following features: Library. The
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
of a shadow creeping across the sea like a shroud, swallowing an island in darkness. Though you dismissed the dreams at first, you began to hear a voice calling you to stand against death’s endless
far from Neverwinter. A remote cloister there holds a temple to the dragon god Bahamut, who is a patron of heroes and a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
darkness. Three of the giants have on fur vests and leather trousers; three others wear chainmail from head to toe. The seventh giant, Reggaryarva, is slightly larger than the others and wears a coat of
north, as he should. Beneath Reggaryarva’s throne is a vault dedicated to Thrym, the god of the frost giants. Map 2.8: jarlmoot View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sinkhole, which plunges 100 feet into darkness. (At the bottom of the sinkhole lies a moldering beholder corpse.)
Elevated Tunnel. A 10-foot-diameter tunnel in the west wall can be reached by
Memories table. These memories are experienced from the eye tyrant’s point of view. The walls of the sinkhole have abundant handholds and can be scaled with a successful DC 10 Strength (Athletics) check. Treasure The dead beholder has a gold tongue stud set with a peridot (750 gp).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, brooding darkness. Empty iron sconces dot the walls. Hundreds of dust-laden cobwebs drape the hall, hiding the ceiling from view. Directly across from the window stand a set of double doors in the east
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
themselves in a hidden enchanted place, strangely alien but serenely beautiful. The access tunnel opens above the grove’s main floor, providing the characters a panoramic view of a mushroom forest that covers
every surface — including the ceiling — and illuminates the darkness with brilliantly colorful bioluminescent patterns. On the other side of this exotic forest, the cavern narrows into a ravine. In a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice with a bluish tinge. A 2-foot-deep blanket of cold mist creeps across the floors, which aren’t slippery unless the text states otherwise. Darkness. The fortress is not illuminated. Frost giants
a Huge object with AC 13, hp 60, and immunity to cold, poison, and psychic damage. Ceilings. Ceilings throughout are 30 feet high. Map 5.2: grimskalle View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
high unless otherwise noted. Darkness. All areas are cast in complete darkness unless otherwise noted. Echoes. Sound travels quickly here. All Wisdom (Perception) checks to hear sounds in these caves
is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls. Barbed
, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 18
Languages Infernal; telepathy 120 ft.
CR 5 (XP 1,800; PB +3)
Traits
Barbed Hide. At the start of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lairs inside the statue’s hollow head, within a field of magical darkness that fills the interior of the head and hides the statue’s humanlike face. The darkness can be dispelled (DC 17). A pair of 2
-foot-wide eyeholes provides an unobstructed view of the temple floor south of the statue, as well as the southern balcony (area X4). Looking through the eyes, one can’t see the northern balconies
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
-foot-deep water and smelly refuse. Krenko and three other goblins came this way, heading to his new hideout. The characters can spot signs of grimy boot prints made by Small creatures on one of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
sharing the following information: It saw a modron climb past its crag recently. It wouldn’t suggest following it, though—the darkness above is hungry. The Scholar seeks truths of the multiverse, both
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. They revel in having a hideous appearance and sometimes go out of their way “improve” upon it by picking at sores, wearing skins and bones as decoration, and rubbing refuse and dirt into their hair
and Darkness recognize that hags have valuable knowledge and impressive magic, but they can’t abide the stain on the beauty of their surroundings, so most hags are excluded from both courts. The rare
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Monastery Features Francesca Baerald Map: Monastery Upper Level View Player Version The Najkir Monastery is hewn out of solid rock, its walls carved to resemble bricks, and its floor carved to
Bright Light in interior rooms. Sunlight entering the cave mouth during the day casts Dim Light through cave areas in the upper level. Caves in the lower level are in Darkness; descriptions assume the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates
houses, separated from the lower city by a forest of giant mushrooms. From either of these heights, a surveyor can view the city. The view shows rows of spired stone castles, their sculpted highlights lit by the soft, tinted flows of permanent faerie fire lights.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Episode 3: Darkness at the Lighthouse
SILENT SOUND LIGHTHOUSE
In this episode, the characters (newly enfranchised and now 3rd level) travel to the Silent Sound lighthouse to search for Talanatha
Sound. But even as the lighthouse comes into view, they spot a small boat under attack by creatures from the deep. If they rescue the crew, the characters might find a business opportunity that
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
lb. Ammunition (range 80/320), two-handed Sling 1 sp* 1d4 bludgeoning - Ammunition (range 30/120) The Mage was grappled, but in darkness used darkvision to draw a shortsword and a wand of fireballs to
ready an action to cast fireball. The Mage was grappled, but in darkness used darkvision to draw a shortsword and a wand of fireballs to ready an action to cast fireball. *Footer. This is a table
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
protuberance, Zargon devoured the workers and slew the garrisons that followed, drowning them in torrents of slime. Rather than face the grim reality confronting them, some Cynidiceans began to view
underground. Led by the Cult of Zargon, the Cynidiceans began to rebuild, constructing a miserable reflection of their former kingdom in the darkness. Above, drifting sands covered the city, and Cynidicea
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if they refuse. The drow priestess is never encountered without her adopted drow daughter, Zress Orlezziir, and a yochlol advisor disguised as a female drow named Chalizana. To determine where the
throws against being charmed, and magic can’t put her to sleep. She has darkvision out to a range of 120 feet. She can innately cast dancing lights at-will, and darkness, faerie fire, and levitate(self
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. When the characters first see the golem, read: Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are
ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound
Codo Vidak
Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
when the characters arrive, so the area is sparsely populated. Map 4.1: wiltroot hall and outer grounds View Player Version W1. Hall and Learning Platform The trunk of an enormous dead tree rises nearly
Outskirts This open clearing features a notable pool of black, sludgy refuse in the southern corner.
If the characters approach the refuse, it reveals itself to be an aggressive black pudding. The black
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.”
If the characters talk with Ploopploopeen, the archpriest explains his intentions as the kuo-toa escort the party to Sloobludop. If the characters refuse, the kuo-toa attempt to capture them, as
, allowing his true believers of the Sea Mother to cut off the head of the cult. The archpriest promises that the characters will be “well rewarded” for their aid. If the characters refuse, Ploopploopeen
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the expense of the people they’re supposed to protect. Recently you’ve had dreams of a shadow creeping across the sea like a shroud, swallowing an island in darkness. Though you dismissed the dreams at
a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood Your parents lived