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Returning 35 results for 'before broken design composed respectively'.
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Monsters
Out of the Abyss
, respectively.
Heavy Crossbow. Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow"} to hit, range 100/400 ft., one target. Hit: 5 (1d10);{"diceNotation":"1d10
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Parry. Horgar adds 2 to his AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Stone guards are elite troops deployed in small numbers to bolster war bands of
Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or
geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to
Ancient White Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its
Adult White Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with
, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry
Equipment
your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost
allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Magic Items
Tasha’s Cauldron of Everything
Beast
Wraith
3
Broken One
Banshee
4
Darklord
Vampire
5
Donjon
Mummy
6
Executioner
Death knight
7
Ghost
Ghost
8
Horseman
Mummy lord
9
Innocent
Ghost
vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM’s design.
Mother Luba and the Vistani
The creator of the Tarokka of Souls
Equipment
firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the
UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Equipment
your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost
.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Trench This 20-foot-wide, 50-foot-deep trench bisects Mantol-Derith from north to south, with a secret door at each end (areas 1b and 1d, respectively). A shattered platform of crystal sits in the
middle of the trench — an old magic device once used to lift caravans up into the main cavern of the outpost and back down into the trench. It now lies broken, its magic spent. The duergar and drow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Trench This 20-foot-wide, 50-foot-deep trench bisects Mantol-Derith from north to south, with a secret door at each end (areas 1b and 1d, respectively). A shattered platform of crystal sits in the
middle of the trench — an old magic device once used to lift caravans up into the main cavern of the outpost and back down into the trench. It now lies broken, its magic spent. The duergar and drow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Trench This 20-foot-wide, 50-foot-deep trench bisects Mantol-Derith from north to south, with a secret door at each end (areas 1b and 1d, respectively). A shattered platform of crystal sits in the
middle of the trench — an old magic device once used to lift caravans up into the main cavern of the outpost and back down into the trench. It now lies broken, its magic spent. The duergar and drow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Fountain of Madness This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Fountain of Madness This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Fountain of Madness This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
available at a cost of 4 gp per person. Meals cost 5 sp, and the lounge offers a wide range of beverages.
Characters can enjoy a haircut, a shave, or a waxing for 2 gp, 1 gp, or 10 gp, respectively
normally locked. Unless otherwise noted, a locked door can be opened with a successful DC 15 Dexterity check using thieves’ tools, broken in with a successful DC 15 Strength (Athletics) check, or attacked
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
available at a cost of 4 gp per person. Meals cost 5 sp, and the lounge offers a wide range of beverages.
Characters can enjoy a haircut, a shave, or a waxing for 2 gp, 1 gp, or 10 gp, respectively
normally locked. Unless otherwise noted, a locked door can be opened with a successful DC 15 Dexterity check using thieves’ tools, broken in with a successful DC 15 Strength (Athletics) check, or attacked
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
available at a cost of 4 gp per person. Meals cost 5 sp, and the lounge offers a wide range of beverages.
Characters can enjoy a haircut, a shave, or a waxing for 2 gp, 1 gp, or 10 gp, respectively
normally locked. Unless otherwise noted, a locked door can be opened with a successful DC 15 Dexterity check using thieves’ tools, broken in with a successful DC 15 Strength (Athletics) check, or attacked
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K39. Hall of Webs This ancient hall is choked with spider webs broken by a single clear path down its center. The hall has an arched ceiling 20 feet overhead, hidden behind thick webbing. At the
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Improvised Weapons An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon
if it’s wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An