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Returning 35 results for 'because both drink conceal rules'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
ceilings, without making an ability check.
Unusual Nature. The alkilith doesn’t require air, food, drink, or sleep.Multiattack. The alkilith makes three Tentacle attacks.
Tentacle. Melee Weapon
", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
failure.
3
The people who knew me when I was young know my shameful secret, so I can never go home again.
4
I have a weakness for the vices of the city, especially hard drink.
5
Backgrounds
Sword Coast Adventurer's Guide
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
city, especially hard drink.
5
Secretly, I believe that things would be better if I were a tyrant lording over the land.
6
I have trouble trusting in my allies.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features. Construct Nature. A thrull doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features. Construct Nature. A thrull doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features. Construct Nature. A thrull doesn’t require air, food, drink, or sleep.
Backgrounds
Baldur’s Gate: Descent into Avernus
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
The people who knew me when I was young know my shameful secret, so I can never go home again.
4
I have a weakness for the vices of the city, especially hard drink.
5
Secretly, I believe
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
players wandering away from the table and back, but some players prefer planned breaks. Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
players wandering away from the table and back, but some players prefer planned breaks. Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
players wandering away from the table and back, but some players prefer planned breaks. Have snacks. Decide before a session who will bring food and drink. This is often something the players can handle.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
, you will explore virgin lands, you will track ghastly monsters, and you will harvest rare components. And then… then, we’ll drink.
— Heliana, Recruiter and Theatre Enthusiast
This book introduces
; their ability to set and conceal traps rewards parties that plan their ambushes ahead of time! Harvesting, Crafting, & Cooking. The college of cuisine bard plays on the theme of supporting your party
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the
evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority. Immortal Nature. A naga doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the
evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority. Immortal Nature. A naga doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the
evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority. Immortal Nature. A naga doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden, they likely meet the Gardener, the archfey who rules the domain; this is especially likely if they clash with any denizens of the garden, which abounds with eccentric Fey creatures. Various
enchants those who drink it to want to remain in the garden forever. The adventure concludes when the characters free Juliana and Orlando from the fountain’s enchantment and convince them that their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden, they likely meet the Gardener, the archfey who rules the domain; this is especially likely if they clash with any denizens of the garden, which abounds with eccentric Fey creatures. Various
enchants those who drink it to want to remain in the garden forever. The adventure concludes when the characters free Juliana and Orlando from the fountain’s enchantment and convince them that their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden, they likely meet the Gardener, the archfey who rules the domain; this is especially likely if they clash with any denizens of the garden, which abounds with eccentric Fey creatures. Various
enchants those who drink it to want to remain in the garden forever. The adventure concludes when the characters free Juliana and Orlando from the fountain’s enchantment and convince them that their
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here. The
the next wizard, but fighting gets old. Why not sit down and have a drink with the monster? I’ve learned the most delicious secrets from my monstrous drinking companions. The other monsters? I disintegrated them.
TASHA
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
drink up and spew out the swamp water (see “O’-wells” below for more information). The denizens of Hither are accustomed to the ever-changing water level, but newcomers might find it alarming at first
make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters spot and avoid the hazard. On a failed check, the character who had the lowest check result sinks into a pit of sucking mud, which is 10 feet deep (use the quicksand rules in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
drink up and spew out the swamp water (see “O’-wells” below for more information). The denizens of Hither are accustomed to the ever-changing water level, but newcomers might find it alarming at first
make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters spot and avoid the hazard. On a failed check, the character who had the lowest check result sinks into a pit of sucking mud, which is 10 feet deep (use the quicksand rules in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here. The
the next wizard, but fighting gets old. Why not sit down and have a drink with the monster? I’ve learned the most delicious secrets from my monstrous drinking companions. The other monsters? I disintegrated them.
TASHA
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here. The
the next wizard, but fighting gets old. Why not sit down and have a drink with the monster? I’ve learned the most delicious secrets from my monstrous drinking companions. The other monsters? I disintegrated them.
TASHA
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
with Dragonmarks?
Compared to the rules in Eberron: Rising from the Last War, here’s what’s different about dragonmarks in this chapter:
The benefits of each dragonmark now derive from feats
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
with Dragonmarks?
Compared to the rules in Eberron: Rising from the Last War, here’s what’s different about dragonmarks in this chapter:
The benefits of each dragonmark now derive from feats
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. It takes a successful DC 15 Strength check to break down a door that is barricaded shut. Floors. Cracked and uneven flagstones conceal a dirt floor underneath. Light. A small amount of natural light
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
doesn’t conceal the dragonmark’s ability or remain firmly aligned with the dragonmarked house is likely to become the target of assassins.
The Boon of Siberys, described in the “Feats” section later
with Dragonmarks?
Compared to the rules in Eberron: Rising from the Last War, here’s what’s different about dragonmarks in this chapter:
The benefits of each dragonmark now derive from feats
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
drink up and spew out the swamp water (see “O’-wells” below for more information). The denizens of Hither are accustomed to the ever-changing water level, but newcomers might find it alarming at first
make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters spot and avoid the hazard. On a failed check, the character who had the lowest check result sinks into a pit of sucking mud, which is 10 feet deep (use the quicksand rules in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their pools. Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s
Rules of Dungeon Survival
Water Weird Large
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
, without making an ability check.
Unusual Nature. The alkilith doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The alkilith makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
, without making an ability check.
Unusual Nature. The alkilith doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The alkilith makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.