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Returning 11 results for 'swimming crown'.
Other Suggestions:
swimming crook
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Atagua table to determine if they have a strange vision. Dreams in Atagua d10 Dream 1â4 No dream 5 You are swimming up a sky-high waterfall. 6 Orchids speak to you in the voices of fallen friends
. 7 A thri-kreen entrusts you with a crown of feathers. 8 While you watch, one thousand weavers stitch together a massive hammock. 9 A friend you havenât seen in years walks backward alongside you on a bridge of leaves. 10 A snake twists around a massive centipede, the two struggling for dominance.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Unfortunate Swimmer The corpse on the beach was once an older human male, with a scraggly gray beard and short gray hair balding at the crown. His left ear is missing, though it is obviously an old
determines that the man died of exhaustion. This was Philpert, a member of the Firewatch Island hermitage who escaped the drowned onesâ attack by swimming three miles of open sea. Sadly, his exhausted
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for any creature that doesnât have a swimming speed. Corpses. Characters can identify the corpses as those of two half-elves who look like siblings. Any character who uses an action to examine the
device of some kind, though no such device is present. Atop this dais is a bronze-scaled dragon wearing a coral crown.
Ashgarlyth, a young bronze dragon, stands on the dais. Characters who enter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a lion crown lock (see âCrown Locksâ earlier in the chapter). This thirty-foot-high balcony overlooks the banquet hall. A harpsichord decorated with painted panels is situated at one end of the
. Peering into the waterâs depths reveals thin, pale faces staring back, dark monsters swimming past, and glimpses of distant realms. A creature can wade through the water safely, but any creature that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mad kuo-toa. You see a kuo-toa swimming in the gloomy depths of a dark, subterranean lake, uncertain. It turns left and right, trying to find something, even as itâs surrounded by a fanged creatures
monstrous, suggesting a hulking beast with a crown of horns. With your bloody glaive, you carve a swath through a forest of towering zurkhwood mushrooms that stands in your way. The tunnels beyond
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
statuette of an imp with onyx eyes worth 180 gp, and a ring of swimming. G4. Bewildering Crystals This cave is a forest of glowing crystals, which grow like foliage on slender stone columns that make it
.
This area is perfect for random encounters. G8. Cavern of the Lost Crown As the party approaches this area for the first time, read the following text: Bloodcurdling screams come from the cave ahead
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
encountered in the river have swimming speeds equal to their normal speeds and can breathe both air and water. Random Encounters. The Dunwater River Random Encounters table provides ideas for the sort of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
pool as a Search action can make a DC 20 Wisdom (Perception) check. On a success, the character discerns that the pool leads into an underground tunnel. The tunnel leads to area B11. Swimming through
orange carnelian gems (worth 50 GP each) Three obsidian gems (worth 10 GP each) Large crate with valuables stolen from Respite this morning (worth 1,800 GP) Bronze crown (worth 250 GP) Silver chalice
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Medium or larger creatures that lack a swimming speed, while Small and smaller creatures must swim to traverse the tunnel. Water Weird. A neutral evil water weird lurks here. It tries to ambush and
depicting a blunted six-point crown. A character who succeeds on a DC 10 Intelligence (History) check recognizes this symbol as the crest of the Hallwinter family, whose lineage produced renowned knights
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piercing and 4 (1d4 + 2) poison damage. Treasure. The chest and sacks contain the lairâs wealth. The chest holds 1,700 ep, a gold-bonded ivory scepter (100 gp), and a gold crown in the shape of a coiled
Class is 13 (natural armor). He has a swimming speed of 30 feet, and he can hold his breath for 15 minutes. He has a Wisdom score of 18 (+4). His skills are Deception +7, Insight +6, Persuasion +7
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As
their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A






