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Returning 35 results for 'being battle diffusing climbing read'.
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Monsters
Acquisitions Incorporated
damage if he fails. He can't use this trait if he's incapacitated.
Second-Story Work. Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers
adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly — and lost
Monsters
The Book of Many Things
discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
shadow plays without weight or substance.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth
Monsters
Mythic Odysseys of Theros
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship
Species
Mordenkainen Presents: Monsters of the Multiverse
carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Beast of Grakenok When Grakenok comes into sight, read or paraphrase the description below. If Sytri or Tol reached Grakenok before the characters, they are already engaged in battle. With its
, culminating in an assault by a massive elder whirlwyrm. This giant whirlwyrm uses the behir stat block with these adjustments: Replace its climbing speed with a swimming speed of 60 feet. It slithers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Event 1: River’s Edge Lulu guides the characters toward Zariel, finding her on the ground of Avernus beneath Elturel. Read or paraphrase the following to set the scene: Elturel hangs above you and
gnats, and a battle rages fiercely beneath it. Thousands of fiends clash in Elturel’s shadow. And at their center stands a being wreathed in flame, striking down demons with tireless fury.
Lulu
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Event 1: River’s Edge Lulu guides the characters toward Zariel, finding her on the ground of Avernus beneath Elturel. Read or paraphrase the following to set the scene: Elturel hangs above you and
gnats, and a battle rages fiercely beneath it. Thousands of fiends clash in Elturel’s shadow. And at their center stands a being wreathed in flame, striking down demons with tireless fury.
Lulu
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Event 1: River’s Edge Lulu guides the characters toward Zariel, finding her on the ground of Avernus beneath Elturel. Read or paraphrase the following to set the scene: Elturel hangs above you and
gnats, and a battle rages fiercely beneath it. Thousands of fiends clash in Elturel’s shadow. And at their center stands a being wreathed in flame, striking down demons with tireless fury.
Lulu
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
vultures circle high above it.
After demons crippled this fortress in battle, Zariel abandoned it and left it to rust. The fortress is 150 feet tall, but the lower third of it is buried underground
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
vultures circle high above it.
After demons crippled this fortress in battle, Zariel abandoned it and left it to rust. The fortress is 150 feet tall, but the lower third of it is buried underground
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Wreck When the characters arrive at the wreck, read or paraphrase the following boxed text to the players: A towering wreck rises from the scorched hellscape. It looks like a giant
vultures circle high above it.
After demons crippled this fortress in battle, Zariel abandoned it and left it to rust. The fortress is 150 feet tall, but the lower third of it is buried underground
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Spire When the characters come within sight of the section of the spire that’s visible on the surface, read: A twenty-foot-high, irregularly shaped spur of rock juts out of the tundra
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Spire When the characters come within sight of the section of the spire that’s visible on the surface, read: A twenty-foot-high, irregularly shaped spur of rock juts out of the tundra
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Spire When the characters come within sight of the section of the spire that’s visible on the surface, read: A twenty-foot-high, irregularly shaped spur of rock juts out of the tundra
, then winds down into the frozen earth. A character moving through the tunnel without the aid of climbing gear or magic must succeed on a DC 15 Strength (Athletics) check or slide uncontrollably to the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Battle Begins When the battle begins, read the following boxed text aloud: The night is dark, and torrential rain beats down on the rooftops. An hour before dawn, the bell on the newly erected
south gate begins to toll urgently. A cry goes up from the wall as troops dash to man their positions:
“The dead! The dead are coming!”
The Battle of Leilon has begun.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Battle Begins When the battle begins, read the following boxed text aloud: The night is dark, and torrential rain beats down on the rooftops. An hour before dawn, the bell on the newly erected
south gate begins to toll urgently. A cry goes up from the wall as troops dash to man their positions:
“The dead! The dead are coming!”
The Battle of Leilon has begun.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
carries. If the characters engage in battle, set off a trap, shout, or otherwise make loud noises on this level, the Scaly Eye members in areas B2 and B4 investigate the disturbance.
Rage of Bahamut. If
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Battle Begins When the battle begins, read the following boxed text aloud: The night is dark, and torrential rain beats down on the rooftops. An hour before dawn, the bell on the newly erected
south gate begins to toll urgently. A cry goes up from the wall as troops dash to man their positions:
“The dead! The dead are coming!”
The Battle of Leilon has begun.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
carries. If the characters engage in battle, set off a trap, shout, or otherwise make loud noises on this level, the Scaly Eye members in areas B2 and B4 investigate the disturbance.
Rage of Bahamut. If
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frozen Shipwreck The Dark Duchess is hundreds of yards from shore, trapped in thick ice. When the characters get close enough to see it, read: The Sea of Moving Ice stretches out before you, a
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Climbing the Shrine Characters can climb the outside of the shrine without equipment with a successful DC 17 Strength (Athletics) check. Characters who fail the check by 5 or more slip on the slick
carries. If the characters engage in battle, set off a trap, shout, or otherwise make loud noises on this level, the Scaly Eye members in areas B2 and B4 investigate the disturbance.
Rage of Bahamut. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
them, read: A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
Spike Trap. The characters might deduce that
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
them, read: A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
Spike Trap. The characters might deduce that
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
them, read: A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
Spike Trap. The characters might deduce that
the pit can be crossed by climbing down and walking across the bottom, then climbing up the other side. Simple! Wrong—any footstep upon the last 5 feet (east portion) of the pit presses a pressure
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Eight great chains bind the city to jagged posts of infernal iron, which stick up out of the ground like gargantuan spikes. (See “Climbing Down” at the end of this chapter for a full description of the
infernal chains.) The bottoms of those spikes are guarded by scores of devils, making escaping the city by climbing down an arduous task. The Companion, the second sun that provided so much solace and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Eight great chains bind the city to jagged posts of infernal iron, which stick up out of the ground like gargantuan spikes. (See “Climbing Down” at the end of this chapter for a full description of the
infernal chains.) The bottoms of those spikes are guarded by scores of devils, making escaping the city by climbing down an arduous task. The Companion, the second sun that provided so much solace and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Eight great chains bind the city to jagged posts of infernal iron, which stick up out of the ground like gargantuan spikes. (See “Climbing Down” at the end of this chapter for a full description of the
infernal chains.) The bottoms of those spikes are guarded by scores of devils, making escaping the city by climbing down an arduous task. The Companion, the second sun that provided so much solace and






