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Returning 35 results for '38 sacred tools'.
Other Suggestions:
38 sacred talos
38 secret tells
38 sacred took
38 sacred tooth
38 sacred towns
Monsters
Dragon of Icespire Peak
). The spellcaster has following cleric spells prepared:
Cantrips (at will): guidance, sacred flame
1st level (2 slots): cure woundsQuarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2
any armor, weapons, and tools included in its stat block. In addition, spellcasters are proficient with simple weapons and light armor.
Magic Items
The Book of Many Things
Humanoid
27
Jester*
28
Key*
29
Knight*
30
Lance
31
Mage
32
Map
33
Maze
34
Mine
35
Monstrosity
36
Moon*
37
Ooze
38
Path
39
Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools.
Ring. A rare or rarer magic ring appears
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
crafting simple tools and hunting and gathering food, and gangs sometimes come together peacefully to exchange members and goods between them.
Malevolent Worship of Malign Gods
Bugbears worship two
acts for bugbears. Garroting an unsuspecting creature and defeating foes in open battle are seen as acts of worship, in the same way that dwarves consider metalsmithing to be sacred to Moradin.
The
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
and slashing damage, and immunity to poison and psychic damage. A sacred statue is also vulnerable to the set of superior mason’s tools found in area 11 of chapter 3. A character proficient with
mason’s tools can use the superior set to destroy a sacred statue with a successful DC 13 Dexterity check. Manipulating Time Having a mechanical guide spend 1 or more charges in this area causes one sacred statue per charge to age and crumble to rubble, as long as the statue is not occupied by the eidolon.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
and slashing damage, and immunity to poison and psychic damage. A sacred statue is also vulnerable to the set of superior mason’s tools found in area 11 of chapter 3. A character proficient with
mason’s tools can use the superior set to destroy a sacred statue with a successful DC 13 Dexterity check. Manipulating Time Having a mechanical guide spend 1 or more charges in this area causes one sacred statue per charge to age and crumble to rubble, as long as the statue is not occupied by the eidolon.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mason’s tools can use the superior set to destroy the statue with a successful DC 13 Dexterity check. If the sacred statue is destroyed, the eidolon can enter one of the other appropriate statues in
in Thessalar’s labs. The gems can be removed with a successful DC 20 Dexterity check using thieves’ tools. However, doing so deactivates any control panel still utilizing components from the Infernal
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mason’s tools can use the superior set to destroy the statue with a successful DC 13 Dexterity check. If the sacred statue is destroyed, the eidolon can enter one of the other appropriate statues in
in Thessalar’s labs. The gems can be removed with a successful DC 20 Dexterity check using thieves’ tools. However, doing so deactivates any control panel still utilizing components from the Infernal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spirits of the dead compel them. Other Uthgardt fear and respect a shaman’s power. An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers
, tufts of fur, and stones that have been “touched” by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
, area W4, and area W5 are sealed with Arcane Lock spells, requiring a successful DC 20 Dexterity (Sleight of Hand) check using thieves’ tools to unlock. Additionally, areas W6a–W6d are locked and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. Aurochs
Large beast, unaligned
Armor Class 11 (natural armor
)
Hit Points 38 (4d10 + 16)
Speed 50 ft.
STR
20(+5)
DEX
10(+0)
CON
19(+4)
INT
2(–4)
WIS
12(+1)
CHA
5(–3)
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
, area W4, and area W5 are sealed with Arcane Lock spells, requiring a successful DC 20 Dexterity (Sleight of Hand) check using thieves’ tools to unlock. Additionally, areas W6a–W6d are locked and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. Aurochs
Large beast, unaligned
Armor Class 11 (natural armor
)
Hit Points 38 (4d10 + 16)
Speed 50 ft.
STR
20(+5)
DEX
10(+0)
CON
19(+4)
INT
2(–4)
WIS
12(+1)
CHA
5(–3)
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
’ tools and a successful DC 15 Dexterity check to open. Treasure. Sacred Stone monks are ascetics and don’t collect individual treasure. Their gilded tin masks are worthless. For the more worldly
Monastery Features Most of the Sacred Stone Monastery appears to be in good shape except for the eastern end of the building (areas M16 and area M17), with its crumbling walls and heaps of rubble
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spirits of the dead compel them. Other Uthgardt fear and respect a shaman’s power. An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers
, tufts of fur, and stones that have been “touched” by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
’ tools and a successful DC 15 Dexterity check to open. Treasure. Sacred Stone monks are ascetics and don’t collect individual treasure. Their gilded tin masks are worthless. For the more worldly
Monastery Features Most of the Sacred Stone Monastery appears to be in good shape except for the eastern end of the building (areas M16 and area M17), with its crumbling walls and heaps of rubble
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
38. Treasure Vault The wealth the temple has collected over centuries is stored in this hidden vault. Much of this wealth consists of gemstones gathered from the underground lake beyond areas 30 and
a successful DC 18 Dexterity check using thieves’ tools to open, or it can be forced open with a successful DC 22 Strength check. Treasure Uncut rubies and other gems are piled and sorted here
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
38. Treasure Vault The wealth the temple has collected over centuries is stored in this hidden vault. Much of this wealth consists of gemstones gathered from the underground lake beyond areas 30 and
a successful DC 18 Dexterity check using thieves’ tools to open, or it can be forced open with a successful DC 22 Strength check. Treasure Uncut rubies and other gems are piled and sorted here
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
northeast wall is carved to resemble a smaller version of the famed statue of Moloch. Alcoves The larger alcove to the south of this area holds a pile of sacred stones for the construction of a powerful
. Thessalar hopes to recover his sculptors, their superior mason’s tools, and their half of the manual of stone golems to complete this golem and send it out against Moghadam. High Priest Ard-Sagart (a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
northeast wall is carved to resemble a smaller version of the famed statue of Moloch. Alcoves The larger alcove to the south of this area holds a pile of sacred stones for the construction of a powerful
. Thessalar hopes to recover his sculptors, their superior mason’s tools, and their half of the manual of stone golems to complete this golem and send it out against Moghadam. High Priest Ard-Sagart (a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on himself.
Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
At will: guidance, sacred flame
.
6th 38 (7d8 + 7) Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. 7th 44 (8d8 + 8) Spellcasting. Hrigg gains one 2nd-level spell slot. He also learns
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on himself.
Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
At will: guidance, sacred flame
.
6th 38 (7d8 + 7) Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. 7th 44 (8d8 + 8) Spellcasting. Hrigg gains one 2nd-level spell slot. He also learns
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
might block or bury objects or exits. Poisonous Gas. The lower levels of the ruins, including the rooms and passages of encounter areas 1 through 38, are filled with poisonous gas. The gas is an amber
position with pitons or similarly strong shims. Doing so takes one character at least 5 minutes, and the character must make a DC 15 Dexterity check using thieves’ tools. If the check fails by 4 or less, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
might block or bury objects or exits. Poisonous Gas. The lower levels of the ruins, including the rooms and passages of encounter areas 1 through 38, are filled with poisonous gas. The gas is an amber
position with pitons or similarly strong shims. Doing so takes one character at least 5 minutes, and the character must make a DC 15 Dexterity check using thieves’ tools. If the check fails by 4 or less, the
Magic Items
Infernal Machine Rebuild
checks made using thieves’ tools or tinker’s tools.
Any metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere
DM’s determination.
37
Flowers turn to face you as you pass them.
Mundane animals can’t look at you.
38
Each time you finish a short rest, you suddenly sprout a covering of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Monastery Locations M1. Passage of Stone When the characters arrive at the Sacred Stone Monastery, read the following text: A trail leads into an ever-narrowing defile between bluffs of wind-sculpted
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Workshop for the construction of weapons, armor, tools, and other goods Dungeon: Maze d20 Purpose 1 Conjuring room, used to summon creatures that guard the maze 2–5 Guardroom for sentinels that
13–14 Storage for food, as well as tools used by the maze’s guardians to keep the complex in working order 15–18 Trap to confound or kill those sent into the maze 19 Well that provides drinking water
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Workshop for the construction of weapons, armor, tools, and other goods Dungeon: Maze d20 Purpose 1 Conjuring room, used to summon creatures that guard the maze 2–5 Guardroom for sentinels that
13–14 Storage for food, as well as tools used by the maze’s guardians to keep the complex in working order 15–18 Trap to confound or kill those sent into the maze 19 Well that provides drinking water
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, cartographer’s tools, and woodcarver’s tools.
Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep.
Actions
Poison
1 (by 2 for Perception, Stealth, and Survival); increase her passive Perception score by 2; increase the bonuses to hit of her weapon attacks by 1. 6th 38 (7d8 + 7) Coordinated Strike. When Iriad
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, cartographer’s tools, and woodcarver’s tools.
Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep.
Actions
Poison
1 (by 2 for Perception, Stealth, and Survival); increase her passive Perception score by 2; increase the bonuses to hit of her weapon attacks by 1. 6th 38 (7d8 + 7) Coordinated Strike. When Iriad
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
that the woods protected by the three mothers have fallen under the influence of an evil unicorn. “Just as goodly deities assign unicorns to protect sacred places,” Mother Stag explains, “Banrion serves
way. The satyr-redcap leads the characters to the edge of the ruins before sneaking off to hide and spy on their progress. Treasure The cottage contains brewer’s supplies, cook’s tools, 250 gp, five potions (of your choice), and a pot of awakening (see appendix C).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
halfling, riddled with tiny arrows and dangling from a tree vine. (The halfling trespassed on grung sacred ground, and the corpse was hung here as a warning.) 2 The bones of an unarmored humanoid
fire pit and thoroughly overcooked, but not eaten. (Goblin weapons and tools are scattered around amid velociraptor tracks.) 17 A headless humanoid, hung upside down from a tree and with six Batiri
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
halfling, riddled with tiny arrows and dangling from a tree vine. (The halfling trespassed on grung sacred ground, and the corpse was hung here as a warning.) 2 The bones of an unarmored humanoid
fire pit and thoroughly overcooked, but not eaten. (Goblin weapons and tools are scattered around amid velociraptor tracks.) 17 A headless humanoid, hung upside down from a tree and with six Batiri
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
that the woods protected by the three mothers have fallen under the influence of an evil unicorn. “Just as goodly deities assign unicorns to protect sacred places,” Mother Stag explains, “Banrion serves
way. The satyr-redcap leads the characters to the edge of the ruins before sneaking off to hide and spy on their progress. Treasure The cottage contains brewer’s supplies, cook’s tools, 250 gp, five potions (of your choice), and a pot of awakening (see appendix C).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Monastery Locations M1. Passage of Stone When the characters arrive at the Sacred Stone Monastery, read the following text: A trail leads into an ever-narrowing defile between bluffs of wind-sculpted
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are