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Returning 35 results for 'before block divided contested reverting'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to
the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and such creatures typically share the druid’s disposition.
Ice
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
cleric surrounded by eighteen shade minions uses Turn Undead. When many minions with the same stat block need to make a saving throw against the same effect at the same time, you can make one saving
pattern spell, the minions would make a total of seven saving throws against the spell: six for thirty minions divided into six groups of five, and one more save for the remaining group of four minions.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
numerous gourds, most of which contain failed alchemical elixirs.
Stone Block. A rough-hewn block of stone in the middle of the cave serves as a table. It is covered with a set of alchemist’s supplies
pilfer one with a successful Dexterity (Sleight of Hand) check contested by the slaad’s Wisdom (Perception) check. Potion of Comprehension. When you drink this potion, you gain the effect of a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kella’s Dexterity
suffers a 10-foot reduction to her speed. Treasure. Gum-Gum’s sack contains several muffins, a block of cheese, a cooked chicken, a frying pan, an iron pot, a bullseye lantern, two flasks of oil, a set
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
veterans. The arena matches are divided into three tiers, with victory in a tier granting access to the next one. Victory in a match goes to the side that reduces all combatants on the other side to 0
stat block but have iron wings that give them a flying speed of 30 feet. If a participant wins a match but doesn’t wish to continue to the next tier, the participant can pay an exit fee of 15 talons
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chapter 4: The Orrery of the Wanderer This chapter presents a complete Acquisitions Incorporated adventure divided into six episodes. Episode 1 is for players using shiny new 1st-level characters
block in the Monster Manual or the monster appendix in this book. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Three Packs Three factions of awakened animals seek to control Faunel. These factions are roughly divided into predators, flying creatures, and herbivores. Razak or the locals at Camp Greenbriar
the elephant Ophelia addresses hundreds of gathered animals nightly. Characters seeking Ophelia find her here. Ophelia uses the elephant stat block, with the following changes: Ophelia is lawful good
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to its leafy canopy, peering at you suspiciously.
Northwind, a Prismeer native, is a carefree treant sapling (see the accompanying stat block). Appendix D contains additional roleplaying notes for
block but has an Intelligence of 10 and speaks Common. Treant Sapling Large Plant, Typically Chaotic Good
Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft.
STR
17 (+3
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of white. Twenty structures make up the village, divided between snow-block shelters similar to igloos and double-walled yurts made from sealskin stretched over whalebone frames. Sixteen of these
The Village The top of Oyaviggaton is a plateau, but it’s not level. The ground is uneven, fractured by narrow ice chasms and divided by rills, snowdrifts, and ice ridges taller than a human
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
K’thriss Drow’b All things are divided into meat and mouths — but even a mouth is just meat. The drow warlock K’thriss Drow’b cuts a dashing figure as the worldly representative of the Ur — a
form of a staff), Ligotti uses the stat block of a poisonous snake with these changes: It has an Intelligence score of 12 (+2). It has telepathy out to a range of 30 feet. K’thriss Drow’b
Medium
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
shroud of white. Twenty structures make up the village, divided between snow-block shelters similar to igloos and double-walled yurts made from sealskin stretched over whalebone frames. Sixteen of these
The Village The top of Oyaviggaton is a plateau, but it’s not level. The ground is uneven, fractured by narrow ice chasms and divided by rills, snowdrifts, and ice ridges taller than a human
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and two veterans) down upon the characters, whom “Hyustus” accuses of beating the cell block guards to death. These reinforcements have no reason to believe that Captain Staget isn’t who he appears to
their case while he asks questions. A character who tries to deceive Zastro must make a Charisma (Deception) check contested by the magister’s Wisdom (Insight) check. A character who loses this contest
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Small Stalls Catch the Dragon by the Tail The fair boasts several small stalls, each run by a Witchlight hand (variable alignments; see the stat block earlier in the chapter). Some of the stalls
participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(Stealth) check or be spotted and approached by 1d3 Witchlight hands of any alignment (see the stat block earlier in the chapter). The hands ask to see the character’s ticket; any character without a
attempt to deceive Nikolas must succeed on a Charisma (Deception) check contested by the goblin’s Wisdom (Insight) check. If one or more characters seem intent on disrupting the carnival, Nikolas
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
threat (see “Zikzokrishka’s Phylactery” at the end of the adventure). Treasure Hoards Zikzokrishka has divided her treasure into two separate hoards (marked “a” and “b” on the map) and carefully buried
(see the end of the adventure for its stat block) that reverts to flesh when touched and uses its Magical Gift action to reward its liberator
Sealed Door Netherese magic seals the double door that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
this area is damp and soft at best. Staying dry is difficult to impossible. The dozen or so grippli warriors (see the end of the adventure for their stat block) remaining in the village are there
serves as an assembly area for group ceremonies. Two staircases on opposite sides of the dome lead up to the second floor, which is divided into four chambers, each about 10 feet square. Three of these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
divided into sectors dedicated to the creation and control of specific types of monsters. Each sector is subdivided into protected zones for security, defending against attack from outside and
betrayal from within, as well as the escape of confined creatures. Magical white gates block corridors, preventing physical access between zones. Magical black gates are teleportation circles that connect
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
attendees (use the commoner stat block to represent these NPCs). All the snails and their riders begin at the start line; fireworks signal the start of the race, after which the riders race their snails
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
temperate. Noteworthy Sites Automata is divided into regimented blocks arranged by category and function. Rather than scatter businesses throughout the town, council mandates require that related
establishments be grouped within the same block. Rows of near-identical shops confound visitors. Concord Terminus This resplendent train station belongs to the Concordant Express, an interplanar train
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
. 2 The avatar of an evil deity of war (use the planar incarnate [Fiend form] stat block from Morte’s Planar Parade) emerges from the Lion’s Gate to destroy Rigus. 3 A mummy lord in the Crown commands
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
woods block the view upslope, making it difficult to ascertain the origin of the smoke (a natural chimney). Have the party’s guide make a DC 10 Wisdom (Survival) check when the group first enters the
. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. Treasure. Each orc carries a sack of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
turned upside down. Characters who examine the sigil can ascertain, with a successful DC 10 Intelligence (Investigation) check, that it can be manipulated safely. The inside of the cupboard is divided
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
atop a raised stone block in the middle of the floor. Both fixtures are draped in cobwebs. Frescoes. A character who inspects the wall frescoes and succeeds on a DC 10 Wisdom (Perception) check notices
to be seen. Iron Anvil. If the characters clear away the cobwebs, they see an inscription on the front of the stone block. Written in Dwarvish runes, it reads as follows: “Let the hammer fall and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
the tribal warrior stat block, with these changes: The spore servants are unaligned plants with a walking speed of 20 feet. They have blindsight out to a range of 30 feet and are blind beyond this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
block (see appendix B) plus the following: Color Spray, Find Familiar, Locate Object, Magic Missile, and Sleep. T19: Bridge of Faith The thunder of rushing water fills this loud room. The room is divided
). The hostel’s proprietor is a human woman named Berta. Four peppy humans in leather aprons help her carry supplies, cook, and clean. Berta and her assistants use the commoner stat block. They’re
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
all of the crystals from the wall by hand takes 24 hours of work divided by the number of creatures performing the task (rounded down). As long as at least one crystal remains embedded in the wall
necklace in the gorge. The merfolk don’t have a light source to search the bottom of the gorge and hope the characters can help. A character who makes a successful Wisdom (Insight) check contested by
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
toward the characters. Each apparition uses the air elemental stat block with the following changes: The apparition has immunity to acid damage. The apparition’s Slam attack deals acid damage instead of
takes 42 (12d6) acid damage. 3: Iron Shelter This massive iron dwelling sports large doors, furniture, and fixtures. The building is divided into two chambers: a long bedchamber to the north and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action to reel in the harpoon. If another creature is holding onto the harpoon, the merrow regains the weapon if it wins a contested Strength check. If characters take cover to avoid harpoon attacks
. Treasure Rool’s chest is divided into three compartments. The first contains a sack of 180 gp. The second holds twelve nonmagical daggers that Rool has collected over the years. The third contains a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Deception) check contested by the guards’ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
influence of the Plane of Earth, the Black Geode no longer experiences tremors and weird magical effects, reverting to its natural state over a few days.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
or Constitution — allow creatures to avoid or mitigate the trap’s effects. Level and Lethality Before creating a trap’s effects, think about its level and its lethality. Traps are divided into four
scything blade can be broken, a sliding block can be held in place, or a net can be torn apart. A magic trap can be disabled by someone who can undermine the magic used to power it. Typically, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Sectors, Zones, and Areas The Doomvault is divided into nine sectors that each focus on a different theme. A sector is split into four zones, that each explore one facet of that theme with a number of
takes 5 (2d4) force damage. White Gates. White gates are placed in the dungeon to block passage between zones. When the characters see a white gate for the first time, read: A ten-foot-diameter circle
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stone leads to a lush garden enclosed in a courtyard. Behind you, a pair of close-meshed silver gates block the path. Beyond the gates wavers a colorful haze that occasionally provides a glimpse of the
handles and are decorated with etched geometric patterns.
The two column statues are depictions of Caerwyn and Porphura. The statues are living guardians (use the earth elemental stat block). They






