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Returning 35 results for 'been being diffusing climbing raised'.
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Monsters
Candlekeep Mysteries
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
are raised by the community rather than by a single set of parents, and all of a community’s eggs are kept in freshwater pools until they mature. Protecting their eggs is a major concern for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
15 Strength (Athletics) check to turn. Each successful check allows the portcullis to be raised 5 feet. Characters who search for another entrance can attempt DC 15 Wisdom (Perception) checks. A
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
15 Strength (Athletics) check to turn. Each successful check allows the portcullis to be raised 5 feet. Characters who search for another entrance can attempt DC 15 Wisdom (Perception) checks. A
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
15 Strength (Athletics) check to turn. Each successful check allows the portcullis to be raised 5 feet. Characters who search for another entrance can attempt DC 15 Wisdom (Perception) checks. A
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
side and do not see or hear intruders who don’t give themselves away. Thus, whether the alarm is raised or not depends on a number of factors: from which direction the boat approaches the ship
characters with the utmost vigor while getting their vessel under way. Climbing Aboard Climbing aboard the Sea Ghost undetected is no small feat. Keep in mind the following as the characters attempt
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
side and do not see or hear intruders who don’t give themselves away. Thus, whether the alarm is raised or not depends on a number of factors: from which direction the boat approaches the ship
characters with the utmost vigor while getting their vessel under way. Climbing Aboard Climbing aboard the Sea Ghost undetected is no small feat. Keep in mind the following as the characters attempt
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
side and do not see or hear intruders who don’t give themselves away. Thus, whether the alarm is raised or not depends on a number of factors: from which direction the boat approaches the ship
characters with the utmost vigor while getting their vessel under way. Climbing Aboard Climbing aboard the Sea Ghost undetected is no small feat. Keep in mind the following as the characters attempt
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
24. Shrine of Umberlee Rising up from the floor of this damp, dark cave is a grotesque, ten-foot-tall statue of a sea monster with glistening eyes and tentacles. A raised stone basin, its base carved
walking speed and climbing speed of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
It can innately cast each of the following
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
24. Shrine of Umberlee Rising up from the floor of this damp, dark cave is a grotesque, ten-foot-tall statue of a sea monster with glistening eyes and tentacles. A raised stone basin, its base carved
walking speed and climbing speed of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
It can innately cast each of the following
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
up the slopes of Kelvin’s Cairn. Garret’s plan was to take the adventurers to Caer-Konig, the town at the foot of Kelvin’s Cairn. After they acquired some climbing gear from the outfitter there, he
was to lead them up the mountain. Garret took six dogs and a sled with him. Boy, here, was Garret’s favorite. Raised him from a pup. Boy would never leave Garret’s side unless something terrible had
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
up the slopes of Kelvin’s Cairn. Garret’s plan was to take the adventurers to Caer-Konig, the town at the foot of Kelvin’s Cairn. After they acquired some climbing gear from the outfitter there, he
was to lead them up the mountain. Garret took six dogs and a sled with him. Boy, here, was Garret’s favorite. Raised him from a pup. Boy would never leave Garret’s side unless something terrible had
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
24. Shrine of Umberlee Rising up from the floor of this damp, dark cave is a grotesque, ten-foot-tall statue of a sea monster with glistening eyes and tentacles. A raised stone basin, its base carved
walking speed and climbing speed of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
It can innately cast each of the following
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
up the slopes of Kelvin’s Cairn. Garret’s plan was to take the adventurers to Caer-Konig, the town at the foot of Kelvin’s Cairn. After they acquired some climbing gear from the outfitter there, he
was to lead them up the mountain. Garret took six dogs and a sled with him. Boy, here, was Garret’s favorite. Raised him from a pup. Boy would never leave Garret’s side unless something terrible had
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullises. The portcullises are locked in place and can be raised only with a knock spell or by stepping on the pressure plate in area 4D. Each cell contains a Chultan gladiator made of painted clay. Each
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullises. The portcullises are locked in place and can be raised only with a knock spell or by stepping on the pressure plate in area 4D. Each cell contains a Chultan gladiator made of painted clay. Each
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullises. The portcullises are locked in place and can be raised only with a knock spell or by stepping on the pressure plate in area 4D. Each cell contains a Chultan gladiator made of painted clay. Each
construct with an Armor Class of 17 (natural, shield). It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
Around the stairs, the light reveals a
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
Around the stairs, the light reveals a
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cultist dies, its corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Cult Behavior The Knights of the Black Sword take orders from Levistus
and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
Around the stairs, the light reveals a
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cultist dies, its corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Cult Behavior The Knights of the Black Sword take orders from Levistus
and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cultist dies, its corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Cult Behavior The Knights of the Black Sword take orders from Levistus
and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
these two zones. An alarm raised in one zone has no effect on the alert status of the other zone. During the day, some of the yakfolk oversee workers in the mill (area 3), the barns (areas 4A–4C), and the
only yakfolk that has a chance of spotting adventurers who invade the village by climbing or flying over the walls is the one watching over the workers in area 7 during the day. Characters who enter the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
these two zones. An alarm raised in one zone has no effect on the alert status of the other zone. During the day, some of the yakfolk oversee workers in the mill (area 3), the barns (areas 4A–4C), and the
only yakfolk that has a chance of spotting adventurers who invade the village by climbing or flying over the walls is the one watching over the workers in area 7 during the day. Characters who enter the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
these two zones. An alarm raised in one zone has no effect on the alert status of the other zone. During the day, some of the yakfolk oversee workers in the mill (area 3), the barns (areas 4A–4C), and the
only yakfolk that has a chance of spotting adventurers who invade the village by climbing or flying over the walls is the one watching over the workers in area 7 during the day. Characters who enter the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbing them without gear requires a successful DC 20 Strength (Athletics) check.
Crystal Windows. Some rooms have oval windows made of thick, transparent crystal. These windows were designed to
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
clothes. Floorboard Stash. A character who searches the cabin and succeeds on a DC 10 Wisdom (Perception) check notices a floorboard in the middle of the room that is raised slightly above its
out a way to lift the floorboard from a safe distance, the dart misses.) Treasure. A sack full of 200 gp rests in a small compartment beneath the raised floorboard. C7: Mess Hall A long table takes up






