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Returning 35 results for '29 free'.
Monsters
Eberron: Rising from the Last War
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
can free the thrall from this control.
Swarm of Eyes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Swarm of Eyes"}. The quori creates a swarm of spectral eyes that fills a 30
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 5 5 cloud giants The giants muster in area 6. One remains there while the other four head upstairs to operate the ballistae (two in area 16, two in area 18). 7 5 griffons If set free by Sansuri, the
If these simulacra are drawn to area 29 by sounds of battle, they aren’t encountered here. The water elemental hides in its pool. 27 2 helmed horrors, 30 suits of animated armor The constructs remain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 5 5 cloud giants The giants muster in area 6. One remains there while the other four head upstairs to operate the ballistae (two in area 16, two in area 18). 7 5 griffons If set free by Sansuri, the
If these simulacra are drawn to area 29 by sounds of battle, they aren’t encountered here. The water elemental hides in its pool. 27 2 helmed horrors, 30 suits of animated armor The constructs remain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 5 5 cloud giants The giants muster in area 6. One remains there while the other four head upstairs to operate the ballistae (two in area 16, two in area 18). 7 5 griffons If set free by Sansuri, the
If these simulacra are drawn to area 29 by sounds of battle, they aren’t encountered here. The water elemental hides in its pool. 27 2 helmed horrors, 30 suits of animated armor The constructs remain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 5 5 cloud giants The giants muster in area 6. One remains there while the other four head upstairs to operate the ballistae (two in area 16, two in area 18). 7 5 griffons If set free by Sansuri, the
If these simulacra are drawn to area 29 by sounds of battle, they aren’t encountered here. The water elemental hides in its pool. 27 2 helmed horrors, 30 suits of animated armor The constructs remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fashions 14–15 Clockwork Amulet 16–17 Ear Horn of Hearing 18–19 Ersatz Eye 20–21 Heward’s Handy Spice Pouch 22–23 Horn of Silent Alarm 24–25 Instrument of Illusions 26–27 Instrument of Scribing 28–29
01–04 Ammunition, +2 05–08 Bag of Beans 09–12 Belt of Dwarvenkind 13–16 Boots of Levitation 17–20 Boots of Speed 21–24 Chime of Opening 25–28 Dimensional Shackles 29–32 Enspelled Weapon (level 2 or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fashions 14–15 Clockwork Amulet 16–17 Ear Horn of Hearing 18–19 Ersatz Eye 20–21 Heward’s Handy Spice Pouch 22–23 Horn of Silent Alarm 24–25 Instrument of Illusions 26–27 Instrument of Scribing 28–29
01–04 Ammunition, +2 05–08 Bag of Beans 09–12 Belt of Dwarvenkind 13–16 Boots of Levitation 17–20 Boots of Speed 21–24 Chime of Opening 25–28 Dimensional Shackles 29–32 Enspelled Weapon (level 2 or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fashions 14–15 Clockwork Amulet 16–17 Ear Horn of Hearing 18–19 Ersatz Eye 20–21 Heward’s Handy Spice Pouch 22–23 Horn of Silent Alarm 24–25 Instrument of Illusions 26–27 Instrument of Scribing 28–29
01–04 Ammunition, +2 05–08 Bag of Beans 09–12 Belt of Dwarvenkind 13–16 Boots of Levitation 17–20 Boots of Speed 21–24 Chime of Opening 25–28 Dimensional Shackles 29–32 Enspelled Weapon (level 2 or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fashions 14–15 Clockwork Amulet 16–17 Ear Horn of Hearing 18–19 Ersatz Eye 20–21 Heward’s Handy Spice Pouch 22–23 Horn of Silent Alarm 24–25 Instrument of Illusions 26–27 Instrument of Scribing 28–29
01–04 Ammunition, +2 05–08 Bag of Beans 09–12 Belt of Dwarvenkind 13–16 Boots of Levitation 17–20 Boots of Speed 21–24 Chime of Opening 25–28 Dimensional Shackles 29–32 Enspelled Weapon (level 2 or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will. Celestial empyreans are typically noble beings who quest to prove themselves worthy of their divine
prayers, change whole worlds—but, until then, I do what I please.
—Kopoha, scion of storms
Empyrean Huge Celestial or Fiend (Titan), Neutral
AC 22 Initiative +19 (29)
HP 346 (21d12 + 210
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will. Celestial empyreans are typically noble beings who quest to prove themselves worthy of their divine
prayers, change whole worlds—but, until then, I do what I please.
—Kopoha, scion of storms
Empyrean Huge Celestial or Fiend (Titan), Neutral
AC 22 Initiative +19 (29)
HP 346 (21d12 + 210
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will. Celestial empyreans are typically noble beings who quest to prove themselves worthy of their divine
prayers, change whole worlds—but, until then, I do what I please.
—Kopoha, scion of storms
Empyrean Huge Celestial or Fiend (Titan), Neutral
AC 22 Initiative +19 (29)
HP 346 (21d12 + 210
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will. Celestial empyreans are typically noble beings who quest to prove themselves worthy of their divine
prayers, change whole worlds—but, until then, I do what I please.
—Kopoha, scion of storms
Empyrean Huge Celestial or Fiend (Titan), Neutral
AC 22 Initiative +19 (29)
HP 346 (21d12 + 210
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Haunting 01–07 Cursed Hireling 08–15 Free-Roaming Spirit 16–22 Friendly Ghost 23–29 Hidden Room 30–38 Lightning Storm 39–47 Living Dead 48–55 Mist Wanderers 56–63 Mysterious Priest 64–71 Ill Luck 72
complete. Free-Roaming Spirit. A random special facility in your Bastion becomes Haunted. If all the special facilities in the Bastion are already Haunted, the DM rolls again on the Bastion Hauntings
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Haunting 01–07 Cursed Hireling 08–15 Free-Roaming Spirit 16–22 Friendly Ghost 23–29 Hidden Room 30–38 Lightning Storm 39–47 Living Dead 48–55 Mist Wanderers 56–63 Mysterious Priest 64–71 Ill Luck 72
complete. Free-Roaming Spirit. A random special facility in your Bastion becomes Haunted. If all the special facilities in the Bastion are already Haunted, the DM rolls again on the Bastion Hauntings
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Haunting 01–07 Cursed Hireling 08–15 Free-Roaming Spirit 16–22 Friendly Ghost 23–29 Hidden Room 30–38 Lightning Storm 39–47 Living Dead 48–55 Mist Wanderers 56–63 Mysterious Priest 64–71 Ill Luck 72
complete. Free-Roaming Spirit. A random special facility in your Bastion becomes Haunted. If all the special facilities in the Bastion are already Haunted, the DM rolls again on the Bastion Hauntings
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Haunting 01–07 Cursed Hireling 08–15 Free-Roaming Spirit 16–22 Friendly Ghost 23–29 Hidden Room 30–38 Lightning Storm 39–47 Living Dead 48–55 Mist Wanderers 56–63 Mysterious Priest 64–71 Ill Luck 72
complete. Free-Roaming Spirit. A random special facility in your Bastion becomes Haunted. If all the special facilities in the Bastion are already Haunted, the DM rolls again on the Bastion Hauntings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. King Melair’s Lost Tomb The dwarves have left many surprises here to prevent tomb robbers from reaching their king’s resting place. 29a. Second False Tomb Ceiling. This tomb has a 10-foot-high
free of their panels (whether on the walls or not; see “Treasure”) and attack the tomb’s interlopers. Use the flying sword statistics for each crystal battleaxe. The sarcophagus contains tatters of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the pit fall in and take normal falling damage. They must succeed on a DC 12 Strength saving throw or become restrained by the mud in the pit. A restrained creature can free itself by using an action
characters in that room. Otherwise they remain here. 10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might accompany them. 11 2 hatchlings Friendly hatchlings
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the pit fall in and take normal falling damage. They must succeed on a DC 12 Strength saving throw or become restrained by the mud in the pit. A restrained creature can free itself by using an action
characters in that room. Otherwise they remain here. 10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might accompany them. 11 2 hatchlings Friendly hatchlings
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the pit fall in and take normal falling damage. They must succeed on a DC 12 Strength saving throw or become restrained by the mud in the pit. A restrained creature can free itself by using an action
characters in that room. Otherwise they remain here. 10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might accompany them. 11 2 hatchlings Friendly hatchlings
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the pit fall in and take normal falling damage. They must succeed on a DC 12 Strength saving throw or become restrained by the mud in the pit. A restrained creature can free itself by using an action
characters in that room. Otherwise they remain here. 10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might accompany them. 11 2 hatchlings Friendly hatchlings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
of the goals on this playing field. The ball is cool to the touch. If it is picked up, it suddenly jerks free of the holder’s grasp and rebounds off the south wall, then speeds 30 feet to the north
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
of the goals on this playing field. The ball is cool to the touch. If it is picked up, it suddenly jerks free of the holder’s grasp and rebounds off the south wall, then speeds 30 feet to the north
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
of the goals on this playing field. The ball is cool to the touch. If it is picked up, it suddenly jerks free of the holder’s grasp and rebounds off the south wall, then speeds 30 feet to the north
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
of the goals on this playing field. The ball is cool to the touch. If it is picked up, it suddenly jerks free of the holder’s grasp and rebounds off the south wall, then speeds 30 feet to the north
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
needs reinforcements. 22 7 hell hounds The hell hounds remain here until they are set free. 23 6 hobgoblins, 6 imprisoned orcs The hobgoblins remain here to guard the prisoners, which include the orcs. If
. While the wheel is turning, the buckets move at a speed of 10 feet per round; it takes a bucket roughly 15 minutes to complete one circuit. Although the adamantine forge (area 29) isn’t lit, the main
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
needs reinforcements. 22 7 hell hounds The hell hounds remain here until they are set free. 23 6 hobgoblins, 6 imprisoned orcs The hobgoblins remain here to guard the prisoners, which include the orcs. If
. While the wheel is turning, the buckets move at a speed of 10 feet per round; it takes a bucket roughly 15 minutes to complete one circuit. Although the adamantine forge (area 29) isn’t lit, the main
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
needs reinforcements. 22 7 hell hounds The hell hounds remain here until they are set free. 23 6 hobgoblins, 6 imprisoned orcs The hobgoblins remain here to guard the prisoners, which include the orcs. If
. While the wheel is turning, the buckets move at a speed of 10 feet per round; it takes a bucket roughly 15 minutes to complete one circuit. Although the adamantine forge (area 29) isn’t lit, the main
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
needs reinforcements. 22 7 hell hounds The hell hounds remain here until they are set free. 23 6 hobgoblins, 6 imprisoned orcs The hobgoblins remain here to guard the prisoners, which include the orcs. If
. While the wheel is turning, the buckets move at a speed of 10 feet per round; it takes a bucket roughly 15 minutes to complete one circuit. Although the adamantine forge (area 29) isn’t lit, the main
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and an armband made of gold fabric with a clasp fashioned from ivory and amber sculpted in the form of a bear. The armband is worth 500 gp, and it serves as a token of free passage. 9–10. Cavern Guard
stationed here. If alerted, the guard moves into area 9 and joins the fray. Treasure. The guard wears an armband that is a token of free passage like the one described at area 8. Eight bags are piled
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and an armband made of gold fabric with a clasp fashioned from ivory and amber sculpted in the form of a bear. The armband is worth 500 gp, and it serves as a token of free passage. 9–10. Cavern Guard
stationed here. If alerted, the guard moves into area 9 and joins the fray. Treasure. The guard wears an armband that is a token of free passage like the one described at area 8. Eight bags are piled
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and an armband made of gold fabric with a clasp fashioned from ivory and amber sculpted in the form of a bear. The armband is worth 500 gp, and it serves as a token of free passage. 9–10. Cavern Guard
stationed here. If alerted, the guard moves into area 9 and joins the fray. Treasure. The guard wears an armband that is a token of free passage like the one described at area 8. Eight bags are piled
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and an armband made of gold fabric with a clasp fashioned from ivory and amber sculpted in the form of a bear. The armband is worth 500 gp, and it serves as a token of free passage. 9–10. Cavern Guard
stationed here. If alerted, the guard moves into area 9 and joins the fray. Treasure. The guard wears an armband that is a token of free passage like the one described at area 8. Eight bags are piled
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
another creature can use an action to pull a victim free. White Gates. Two white gates adjoin area 28. One is in the south passage that leads to the Hall of Obedience, and the other is in the eastern
corridor that connects with the Hall of Necromancy. Hall of Obedience The Red Wizards use the magic of the Hall of Obedience to create zealous followers. 29. Conditioning Court Doors surround a central