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Returning 35 results for 'before both down carved require'.
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Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
earth slide make ability checks that require hearing with disadvantage. A creature that starts its turn in the rockslide must make a DC 20 Strength saving throw. On a failed save, the creature descends
portal to the Plane of Earth. Map 4.4 shows the following features surrounding the Endless Rockslide: Bridges and Walkways. Bridges carved with Binding Runes (see below) span the chasm, and walkways
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge
western ledge. They notice any light or noise elsewhere in the cave and quickly bound down to attack. The undead are hungry and fight until destroyed. The escarpments are 10 feet high and require a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Strange Rock Formation Petrified Basilisk. What at first glance appears to be a spiky rock formation in the middle of the cavern is really a petrified basilisk.
Decor. Jagged spirals are carved
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
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
through. However, a Small character can squeeze through an arrow slit into area A2 or A3, then attempt to raise the portcullis using the winches there. The winches are rusty and require a successful DC
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tunnels and rooms have walls, floors, and roofs made of packed earth.
Light. There is no light within the barrow. Adventurers require darkvision or their own light sources to see inside
.
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
Araj: Vizeran’s Tower Vizeran’s tower is a enormous stalagmite, carved with a spiraling series of chambers leading up to its peak. The center of the stone spike is hollowed out to form an open
tower.
Light. The cavern outside the tower is dark, for the inhabitants of Araj require no light. Inside the tower, occasional driftglobes shed dim light, with the rest of the place in darkness
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is a name: Krezk. The walls that extend from the gatehouse are twenty feet high. Atop the parapet you see
brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open. There aren’t enough people in Krezk to adequately defend its outer wall. Every
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
30. The Guardian Beast This oddly shaped room is decorated in a cat motif. The center of the southeastern wall is carved to resemble the face of a snarling tiger with hollow eyes. Near the center of
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Elemental Engines Airships are powered by an elemental spirit bound to a core carved from a Khyber dragonshard. This core is placed into a heavily fortified containment chamber connected to an arcane
5 feet, though it can still hover. The airship’s Helm is still operable, but crew station actions that require the elemental core can’t be used while it is suppressed. Piloting without a Dragonmark
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
having to make other people’s nice clothes all bloody, but some circumstances require carefully applied martial force. And others require the same thing, but with a lot less care. Sending a Clear Message
hand
4 Petals from your favorite flower
5 Six drops of blood, either your own or someone else’s
6 A carved ivory die with an eye instead of a pip on the 1 face
7 A copper coin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high staircase carved into the cliffs (area 1) and either attacking or infiltrating the yakfolk village (areas 3–area 6).
Yakfolk Village. The yakfolk village is built on the mountainside and
enclosed by 20-foot-high walls of mortared stone. The walls require a successful DC 15 Strength (Athletics) to climb. Double doors made of thick, ironbound oak are set into the walls. The doors are
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
require you to roll on the table to determine what random trinkets the characters find in key locations. Feywild Trinkets d100 Trinket 01 Cookie cutter shaped like a unicorn 02 Two yew rings linked
Tiny pumpkin-shaped cauldron carved out of bog oak 45 Bar of soap that smells like something memorable from your childhood 46 Piece of orange parchment folded to look like a knight astride a unicorn 47
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient
opens into a short hallway containing cleaning supplies. At the opposite end of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the vault, or pulls coins from the vault through the same sigil. Withdrawals of more than 250 gp require a second cashier to confirm the transaction. Transactions occurring through the sigils are
A16 to investigate and report what they learn to Quentin. Walls and Floors The casino’s perimeter walls are made of rough, naturally carved stone. Interior walls are made of 2-foot-thick stone; these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
condition. It doesn’t require air, food, drink, or sleep. When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff
midair in the middle of the room.
Debris. On the floor beneath where the bones are circling lies a shattered stone coffer.
Niche. Carved into the west wall is an empty niche. (The coffer once
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
immunity to poison and psychic damage. O6. Commander’s Quarters A stone-carved bed and desk occupy this drab room. Atop the desk are several shards of dark crystal, as well as a crumpled-up piece of paper
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of winter scenes. Set into the back wall is a door inscribed with a large snowflake. A single word is carved into the lintel above it.
Characters who succeed on a DC 10 Intelligence (Religion) check
correctly surmise that the snowflake inscribed on the door is the Frostmaiden’s holy symbol. The word carved above the door depends on which area lies on the other side: Door to Area G16. Carved into
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
contract crumbles to dust and is destroyed. Devils require compensation in exchange for voiding a contract. Some cowardly devils might be willing to void a contract in exchange for their lives, but most
carved into the poor wretch’s skin. To enter the contract, the devil and the character who made the deal carves their names into the wretch, who is then promptly banished. Use the commoner stat block to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
do so. Portcullises. The gatehouse’s portcullises are so large that they each require two winches to operate, one on the second floor of each adjoining tower, and the two winches must be operated
, with two entrances carved into the cliff face and secured with heavy iron portcullises.
Eighty prisoners (commoners) labor here under the watchful eyes of ten duergar. The duergar pay little mind
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
easily from the inside, but from the outside they’re locked and require a successful DC 25 Dexterity check using thieves tools to open. Spirit Statues. Two spirit statue mascots (see chapter 7) stand on
) check. The door is under the effects of an alarm spell, which alerts Dean Tullus if anyone opens it. Deans’ Repository. Anyone who opens the secret door finds a 6-foot-tall, 4-foot-wide, carved
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Mortuaries Red Wizards bind and reanimate dead flesh and bone in these halls. 86. Hall of Teleportation The walls of this massive hall are carved with reliefs of humanoid monarchs adorned with jeweled
. White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
these changes: The swarm is made up of Tiny constructs. It doesn’t require air, food, drink, or sleep. The swarm has vulnerability to lightning damage, is immune to exhaustion, and can’t be charmed
footlocker. Treasure. Fel’rekt’s footlocker contains 65 gp in a pouch, a comb carved from dragon bone (worth 5 gp), and a pair of obsidian dice (worth 25 gp). U6. Krebbyg’s Stateroom If he has not been
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
carved with simple reliefs showing dwarf and gnome miners at work. Nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others
with three dusty balance scales made of iron. Cubbyholes carved into the north wall are stuffed with crumbling paper scraps. Several long-dead corpses sprawl across the floor.
The centuries-old paper
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
. Marble steps cracked with age and veined with green moss lead up to a strong double door of carved stone, eight feet wide and almost ten feet tall. Arrow slits high on the north and south walls
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
arcane lock spell. 3. Guest Room The furniture in this room is scaled for giant-sized guests and includes two soft beds, a handsomely carved wooden table, and an empty wooden chest. A spacious closet
for a while. Instead, he returns to one of his many dens — a cave overlooking a river that cuts through the western Starmetal Hills. If the characters require the dragon’s assistance at some later time
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that doesn’t require food automatically succeeds on the saving throw. Once the effect ends on a creature, it becomes immune to the cave’s psychic trauma. This immunity does not remove levels of
frighten intruders. Each statue is carved in the vague likeness of a kobold, which a character can discern with a successful DC 10 Wisdom (Insight) check. Each ice sculpture is a Small object that weighs
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, availability of maps, or other conditions. Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
terrain thereafter. Regular doors are made of soft, rotting wood. Each door is a Medium object with AC 15, 5 hit points, and immunity to poison and psychic damage. Secret doors are carved to look like
the surrounding limestone walls and require a successful DC 10 Wisdom (Perception) check to locate. Once located, a secret door pushes open easily. Certain areas of the dungeon (as shown on map 1.3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
doesn’t require air, food, or water. Items worn or carried by the creature are unaffected. A wish spell can end the curse. The creature can end the curse on itself by giving a bouquet of eight black
-foot-long, curved wooden pole with a mobile consisting of three ornaments dangling at the top of it. Each ornament appears to be a triangular piece of white wood with an Elvish letter carved into it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floor. The first 40 feet of the climb require a DC 10 Strength (Athletics) checks, but after that, the DC is 15. Corpses. The bodies on the floor include a water cultist (the figure with the crab-shell
, and the other two join battle as soon as possible. F18. Drow Tomb Flame dances above a pool of murky water to the south, lighting the room. A sarcophagus carved from glassy black stone stands atop a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
living in a cottage carved from a single, enormous gourd. Beyond that, the cloud giants’ generosity in times of want helps to cement their reputation as friends of humankind — a reputation that serves
. Some allow trolls to roam free in rarely used parts of their fortresses, serving as perimeter guards of a sort. Trolls require little maintenance, able to survive on the fire giants’ scraps and on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
Nature. The golem doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Wards. The arcane markings carved into hidecarved dragons’ scales are magical protections, intended to make the dragons more resilient against the threats they might face in carrying out the lauth’s
Inheritors of the First World might seem unattainable; at the very least, achieving it would almost certainly require the intervention of both Bahamut and Tiamat. But they would be opposed by the






