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Returning 35 results for 'before blocks decide carved revere'.
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Spells
Player’s Handbook
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Monsters
Dragonlance: Shadow of the Dragon Queen
fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with
the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons’ breath weapons.
Monsters
Dragonlance: Shadow of the Dragon Queen
attack.The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield
damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of
Monsters
Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: The entrance to this cave is flanked by carved stone blocks etched with strange geometric patterns. You hear sounds of something
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
prayers, Talona has almost no temples and few cults dedicated to her. A cult or a shrine to her might arise in an area after it suffers from pestilence, when some of those who survived decide to revere her or even become priests.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
decide to explore the tower because of their conversation with Demelin or their discoveries at the occupied mansion. Before they infiltrate the tower, make sure the characters are 9th level and have done
everything else they want to in the city. Events in the tower will prevent further exploration. If you need to deter the characters, a group of sivak draconians or Dragon Army dragonnels (see appendix B for both stat blocks) is conducting drills here when they arrive.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
where they could revere Krynn’s moons. The wardens built three magical towers: a spacious white tower for Solinari, a handsome red tower for Lunitari, and a solemn black tower for Nuitari. The Cataclysm
site and carved out a subterranean vault to contain prisoners and treasure. The vault is now under the purview of a servant of Lord Soth and operates as a prison for the overlord’s enemies and a safe house for his underlings.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X19. Potion Storage Stone blocks resembling tables stand in the center of this room covered in dust. Carved into the stone walls are niches filled with hundreds of dusty bottles. Cobwebs hang from
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of
smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see “Creature Stat Blocks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
3. False Entrance After 20 feet, a puzzle door sealing off a small chamber beyond blocks this false entrance into the tomb. A short tunnel ends at a slab of worked stone, whose edges are marked by
over the tunnel entrance. Any character in the tunnel must decide whether to stay or to flee, which requires a successful DC 10 Strength (Athletics) check. Characters who stay or who fail the check
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
base of the mountain, where waterfall erosion has carved out a natural concavity. The roaring waterfall creates a cloud of mist as it plunges into a shallow pool of water, within which rise two small
islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
about the room are six 7-foot-tall, stalagmite-shaped spires made of tiny rectangular blocks, with a half-finished seventh tower under construction.
Furnishings. Furnishings include a wooden bed, an
overstuffed leather chair with a matching ottoman, a stone shelf holding a wooden cask of ale, a handsomely carved stone table strewn with mason’s tools and bits of stone, and a heavy wooden seafarer’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
shadar-kai owners, Mister Witch and Mister Light. Chapters 2, 3, and 4 describe the carved-up domain of Prismeer, which the hags of the Hourglass Coven have usurped and split into thirds. The
several appendices wherein you’ll find rules for new magic items, stat blocks for new creatures, and other goodies. At the end of the book is a Story Tracker you can use to keep track of story developments as they occur. Advice on how to use the Story Tracker appears later in this introduction.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
What Tarina Knows Once her pirate friends are dealt with, Tarina shares the following information with the characters: “Several blocks northwest of here is a public bathhouse with a walled garden and
frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and I’m told there’s a secret door inside that leads to a dungeon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with icy fingers as they reminisce about the glorious past. The ancient thrones are carved out of blocks of stone. When the apparitions of the frost giants manifest, their eyes glow white in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 11: Gravenhollow The library of Gravenhollow is a bastion of peace and order in an Underdark gone mad. Carved out long ago from the bones of the world and protected by ancient and potent
magic, the library possesses a kind of awareness. It blocks and misdirects those unworthy of reaching its gates, even as it facilitates finding the way for those who need it. The adventurers need to find
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north from the temple to the south. The curtain blocks line of sight and catches any ammunition shot into it. If set on fire, it burns away quickly. Temple Nave If Vlonwelv is here, the drow priestess of
a giant spider. Whether Vlonwelv and her entourage are here or not, the temple nave contains the following features: Decor. Six cracked pillars carved with intertwining demons stretch to a 50-foot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
time on a turn or starts its turn there takes 55 (10d10) fire damage. Outer Walls The hold’s 20-foot-thick curtain walls are faced with blocks of carved basalt and filled with a rubble core. The walls
. Scaling a wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Towers Tower walls are 15 feet thick, made of carved basalt, and studded with arrow slits. The towers
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Sarcophagi. The sarcophagi found throughout the catacombs are carved from solid blocks of granite and sealed with heavy granite lids. The seals are airtight. Lifting a lid requires a successful DC 20 Strength
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. False Tomb Stone blocks standing against the western and eastern walls are carved with niches, inside which rest a dozen clay canopic jars containing desiccated organs. These organs belong to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mordenkainen’s Magnificent Mansion 7th-level conjuration Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny
food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
your control. You can have your players run the other storm giants if you prefer (and if they would enjoy doing so). Photocopy the storm giant stat blocks at the end of this chapter and distribute them
among the players in your group. If your group includes more than four players, not every player will receive a storm giant NPC to play, and that’s okay. Accompanying the giants’ stat blocks are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Army Troops The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon
. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
shrine devoted to any gods the locals revere. Temples and shrines outside settlements often mark places where a god (or the manifestation of a god) appeared or caused a miracle. These sites can become
plane, so Arcadia might be home to twin gods who are patrons of merchants and smiths.
Alternatively, you might decide that your world has only one god (who might be viewed differently by various sects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
paved. Fountains, gardens, and carved, freestanding columns are common elements. Six-foot-high walls high divide the community into city blocks or districts, with open arches allowing traffic to pass
method uses blocks of special incense to fill a room with poisonous faint smoke that disguises the presence of the poison until it takes effect. There are legends of certain yuan-ti infiltrating human
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on the Urban Chase Complications table on its turn. Crowded Street If Willifort flees in a hire-coach, his getaway is thwarted on the third round of the chase when a large crowd blocks the road
into the tunnel can hear the sounds of splashing water and children’s voices in the distance and might decide to follow them. (The children are holding hands in the dark and being guided by Squiddly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sets down his lantern and hides. The following descriptive text assumes this is the case: An enormous chamber with a twenty-foot ceiling has been carved out of the rock here. A lighted lantern rests
before Red Larch was founded. None of the skeletons are intact; each has a crushed limb, chest cavity, or head. The injuries are consistent with mining accidents. The Believers revere these skeletons






