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Returning 35 results for 'before boulder defusing continual remains'.
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Monsters
Monster Manual
of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies.Poison
Boulders (1/Day). The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores
Galeb Duhr
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Monsters
Monster Manual (2014)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then
or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Tales from the Yawning Portal
Amphibious. Kalka-Kylla can breathe air and water.
False Appearance. While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.
Shell. Kalka-Kylla
Monsters
Princes of the Apocalypse
":"Slam"} to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8);{"diceNotation":"4d10+8","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Boulder. Ranged Weapon
Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Boulder"} to hit, range 500 ft., one target. Hit: 46 (7d10 + 8);{"diceNotation":"7d10+8","rollType":"damage","rollAction":"Boulder
Monsters
Bigby Presents: Glory of the Giants
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
plant life.
Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The
Monsters
Bigby Presents: Glory of the Giants
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam
. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can’t be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-Besil. Chasms average 100 to 200 feet deep, but the sides are rough, sloping rock, not sheer walls. Chasm floors tend to be steep, jumbled boulder-falls and are difficult terrain. Light. Cultists
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
long metal table fills the center of this meeting room. Skeletal remains of three escaped prisoners are slumped on the table. The remains rise as three skeletons that attack anyone who enters the room
Compendium
- Sources->Dungeons & Dragons->Monster Manual
immediately after the galeb duhr on the same Initiative count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies.
two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores of 1 and lacks this action. The boulder takes its turn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the side of a high hill 26–30 1d6 + 1 gorgons 31–35 2d4 + 1 trolls 36–40 The scorched remains of 2d10 humanoids littering a hillside 41–45 2d4 hill giants 46–50 1d6 + 2 werebears 51–55 2d4 galeb duhr
56–60 1d4 + 2 wyverns 61–65 A massive boulder partly buried in the earth as if it fell or was thrown there 66–70 1 adult copper dragon 71–75 1d6 + 3 cyclopes 76–80 The stub of an old stone tower
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
+3
Senses blindsight 30 ft., passive Perception 13
Languages Olman
Challenge 3 (700 XP)
Amphibious. Kalka-Kylla can breathe air and water.
False Appearance. While Kalka-Kylla remains
motionless and hidden in its shell, it is indistinguishable from a polished boulder.
Shell. Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wooden chairs around it.
Light. Suspended above the table are two lanterns with continual flame spells cast on them.
Tapestry. An old, threadbare tapestry spanning the north wall depicts seven
smoke that coalesces into an efreeti and attacks all creatures in the room. The efreeti remains in the room thereafter, until set free by Halaster.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
Circle. Inscribed inside a
doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exploding out of a spellbook and changing a wizard into a gibbering mouther. 11b. Master of the Unseen Flickering torchlight created by continual flame spells spills out of this room into the hall. The 15
-foot-high vaulted chamber contains the following: Light. Freestanding iron torch sconces in the four corners of the room have continual flame spells cast upon them.
Midna. Midna Tauberth (NE female
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, they discover a brigand camp hidden in a boulder jumble 150 feet away. A goblin named Mougra and a half-ogre named Geeraugh have been watching the tomb. They attack anyone who invades their camp
returns to its place in the coffin if no one remains in this room. Treasure The chest contains ruined cloth and the sodden remains of a book, but it also has a false wooden bottom. Someone who succeeds on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
green devil’s face, its flared nostrils set just above the putrescent mass. A sconce above the face holds a flickering torch.
The torch burns with a continual flame spell, illuminating the humanoid
first character a reroll. After 1 minute, the lever resets with an audible clunk. The gullet remains open until the lever resets. Magic has no effect on the gullet or the darkness within. Pulling the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lanthorns have continual flame spells cast on them. The black slate slab once served as a chalkboard and has a few chalk marks on it. Vilnius and Quasit Hiding behind the lectern is Vilnius (NE male
exploring more of the Amber Temple. He knows the following information about the place: The temple is a haven for forbidden knowledge. Flameskulls—constructs made from the remains of dead wizards
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Initiative order remains the same from round to round for the whole combat. If there’s a tie, I’ll decide which character or creature goes before the other.
Attacks. Each character can make attacks
remains unconscious until they regain Hit Points through healing or until the end of the encounter, at which point they regain 1 Hit Point automatically. The adventure details other ways to regain Hit
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
13. Crypt of Diderius Diderius’s final resting place is a 20-foot-high chamber lit by braziers imbued with continual flame. A massive stone sarcophagus sits atop a stepped stone dais at center. The
unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and, rather than those a mummy lord usually possesses, he has the following wizard
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
13. Crypt of Diderius
Varram
Diderius’s final resting place is a 20-foot-high chamber lit by braziers imbued with continual flame. A massive stone sarcophagus sits atop a stepped stone dais at
unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and has the following wizard spells prepared: Cantrips (at will): minor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
buried remains of the tribe’s honored dead. The upper tier is shaped like a sky pony (a pegasus), though the form of this feature is readily apparent only from the air. A round, 15-foot-diameter boulder
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to these chambers can escape. 39a. Gold and Black Boudoir Light. The walls and ceiling are painted gold. Mounted to them are black iron sconces with continual flame spells cast on them. These fires
circular seal above the doors remains in place. (Spells that would transport the rakshasa away from the area simply fail.) Arcturia trapped the rakshasa here years ago and draws blood from the fiend to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Suckling Boar. A young boar with silvered tusks vows to slay the werewolf who murdered his parents. He carries his parents’ remains (a string of sausages) around in a basket. 3 Only Fools Knock Twice
stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
just one of them. Which one that is remains to be seen.”
The characters are under no obligation to complete the oracle’s quest if they already have a conch of teleportation or a means of determining
boulder Kayalithica Raven Rock Magma ring
Bone greatclub
Zalto
Guh
Shining White Porcelain mask Sansuri Stone Stand Frost giant skull Storvald Harshnag’s Map Harshnag knows the names and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ten feet below. The pile of rubble covers the smashed remains of a chair.
Archais, the wizard of the old Firewatch Island garrison, once resided in this chamber. It was he who first gave the warning
weighted hempen rope, a small metal baton the size of a torch with continual flame cast on it, a small metal container holding six pressure capsules (see appendix B). The compartment also contains a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Multiattack. Ogrémoch makes two slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft
, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the tremors are strong enough to destroy flimsy structures. After 10 days, they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants Stone boulder 750 lb. Stein Thrym Frost giants Steel greataxe (missing) 750 lb. Ise Surtur Fire giants Iron greatsword 800 lb. Ild Memnor Cloud giants Mithral spear 600 lb. Skye Stronmaus Storm
sound of rolling thunder fills the temple, loud enough to be heard throughout the complex. Any creature that steps into the archway appears in area 11. The archway remains active for 1 hour. Any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bronze lantern hanging above the table has a continual flame spell cast within it. Treasure Among Sansuri’s collection of books are four historical texts chronicling the rise and fall of Ostoria (worth 500
: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image
3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending
4th level: fabricate, ice
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
saving throw. A chest remains open for 1 minute, then closes. An anemone chest has AC 5 and 20 hit points.
Ceilings. The stronghold has slick, rough-hewn walls that don’t offer a lot of handholds, so
contents.
Illumination. All interior spaces are dimly lit. Air-filled chambers have wall sconces with continual flame spells cast on them or oval windows of transparent crystal that allow light
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
statue. C4. Bleached Reef This small reef is stark white and covered by twenty crabs crawling over it. This reef marks Ogrorlo’s grave. The aboleth’s loyal slaves buried the remains after Lenth killed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
and fears the Second Wind might accidentally smash it to flinders or rip it off its moorings. For this reason, he orders Flinch to deploy a jolly boat while the Second Wind remains 100 feet away, its
end of the dock, two gray, shark-like creatures fight over the remains of a pelican.
A woman with frayed robes and bare feet sits in a rocking chair at the base of the tower watching the fracas, her
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The remains of a petrified adventurer stand among the stalagmites. A Bag of Holding hangs from the drab statue, which is missing its head. The bag contains a set of robes, 9 days of rations, a
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
XP)
False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and
boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).
Garret Levistusson
Medium humanoid (tiefling), chaotic neutral
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The bodies are the boiled remains of svirfneblin that lived in area N5. N3. Oubliette Gore spatters the floor and walls of this windy cave, and the floor is strewn with dismembered humanoid corpses. A
windy cyclone moves among the remains. A shaft in the ceiling leads up farther than you can see.
The shaft leads to area A18 in the Temple of Howling Hatred. An air elemental is bound to this area






