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Returning 35 results for 'beast building diffusing constant rock'.
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Hill Giant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
: 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"damage","rollAction":"Greatclub","rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType
":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning
Monsters
Storm King's Thunder
: 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"damage","rollAction":"Greatclub","rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType
":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning
Monsters
Tales from the Yawning Portal
: 18 (3d8 + 5);{"diceNotation":"3d8+5","rollType":"damage","rollAction":"Greatclub","rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType
":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning
Equipment
Combat
Utility
Whimsy
7
8
4
Dorrin plate is a naturally occurring stone that can be broken off in large sheets and used as roof tiles, crockery, or building material. Potion
makers have discovered that Dorrin plate is filled with minute crystals that are good for enhancing magic properties. Dorrin plate is found in rock formations near the mountain town of Dorrin.
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
(4d10 + 8);{"diceNotation":"4d10+8","rollType":"damage","rollAction":"Root","rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to
Cloud Giant Smiling One
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
attack roll.
Rock. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage. The attack deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Rock"} damage if the giant
Monsters
Acquisitions Incorporated
of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs.
Regional Effects
The region containing
Monsters
Mordenkainen's Fiendish Folio Volume 1
might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy
peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable
Backgrounds
Guildmasters’ Guide to Ravnica
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Backgrounds
Guildmasters’ Guide to Ravnica
attached to.
Personality Traits
d8
Personality Trait
1
I can’t wait to see what I become next!
2
I am convinced that everything inclines toward constant improvement
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are set aside as guard barracks. The east building contains six bunk beds (twelve beds in all) and a dozen footlockers containing worthless personal effects. The west building was similarly furnished
, but a falling rock destroyed half the building’s contents. Characters searching the damaged gatehouse find the bodies of three human guards who died when the roof fell on them.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are set aside as guard barracks. The east building contains six bunk beds (twelve beds in all) and a dozen footlockers containing worthless personal effects. The west building was similarly furnished
, but a falling rock destroyed half the building’s contents. Characters searching the damaged gatehouse find the bodies of three human guards who died when the roof fell on them.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are set aside as guard barracks. The east building contains six bunk beds (twelve beds in all) and a dozen footlockers containing worthless personal effects. The west building was similarly furnished
, but a falling rock destroyed half the building’s contents. Characters searching the damaged gatehouse find the bodies of three human guards who died when the roof fell on them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Zox Clammersham A clever rock gnome, Zox Clammersham is the sole survivor of his former party’s failed Undermountain expedition. Since the demise of his friends, Zox has managed to secure a ring that
allows him to command the scaladar. He has put the constructs to work building a device he calls the Simulacrux. This device will, in theory, create a simulacrum of any scaladar that passes through
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
they cross into the dragon’s territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Zox Clammersham A clever rock gnome, Zox Clammersham is the sole survivor of his former party’s failed Undermountain expedition. Since the demise of his friends, Zox has managed to secure a ring that
allows him to command the scaladar. He has put the constructs to work building a device he calls the Simulacrux. This device will, in theory, create a simulacrum of any scaladar that passes through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Zox Clammersham A clever rock gnome, Zox Clammersham is the sole survivor of his former party’s failed Undermountain expedition. Since the demise of his friends, Zox has managed to secure a ring that
allows him to command the scaladar. He has put the constructs to work building a device he calls the Simulacrux. This device will, in theory, create a simulacrum of any scaladar that passes through
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Ape Giant Ape
Huge beast, unaligned
Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (−2
attacks.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ape Ape
Medium beast, unaligned
Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (−2)
WIS
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Desecrated Sanctuary This windowless stone building was set aside for cult initiates. The building has lighting and plumbing (see the “Lighting and Plumbing” sidebar). 23a. Hall of Prayer Boars
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
19. Looted Cloisters This windowless stone building contains apartments formerly used by rank-and-file Malar cultists. Stone doors throughout are fitted with locks, though the doors are unlocked at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Desecrated Sanctuary This windowless stone building was set aside for cult initiates. The building has lighting and plumbing (see the “Lighting and Plumbing” sidebar). 23a. Hall of Prayer Boars
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Desecrated Sanctuary This windowless stone building was set aside for cult initiates. The building has lighting and plumbing (see the “Lighting and Plumbing” sidebar). 23a. Hall of Prayer Boars
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Magic Items
Tasha’s Cauldron of Everything
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
19. Looted Cloisters This windowless stone building contains apartments formerly used by rank-and-file Malar cultists. Stone doors throughout are fitted with locks, though the doors are unlocked at
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there. The Mists When the characters enter Death House, the Mists surround the building and prevent
). Self-Repair After 24 hours, any damage to the house repairs itself. The house also repairs itself as soon as Strahd enters the building. Walls The walls of the house are made of 1-foot-thick brick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
19. Looted Cloisters This windowless stone building contains apartments formerly used by rank-and-file Malar cultists. Stone doors throughout are fitted with locks, though the doors are unlocked at






