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Returning 35 results for 'being boulders down carved rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
Monsters
The Wild Beyond the Witchlight
Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasn’t kept up
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Species
Mordenkainen Presents: Monsters of the Multiverse
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Endless Rockslide A perpetual cascade of stone and earth, from pebbles to boulders, begins near the peak of a mountain and tumbles down the slope before disappearing into a crevice. This Endless
Plane of Earth. Giants of an ancient civilization sought to harvest the rockslide’s magic and endless mineral resources. To aid their work, they carved walkways around the rockslide and built stone
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Bags The items found in hill giant bags reflect a diversity of taste and interest as broad as that found among any other giants. Some hill giants carry only food and boulders for throwing
utensils with them. Hill Giant Bag Contents 2,100 (6d6 × 100) cp 210 (6d6 × 10) sp 35 (1d6 × 10) ep 35 (1d6 × 10) gp 3 (1d4 + 1) boulders (for throwing) 2 (1d4) items from the Hill Giant Bag Items table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Arch Gate to Level 4 Embedded in the south wall is an archway with six shallow, empty niches carved into it. The wall inside the arch is carved with a stylized image of a mountain with a sun
above it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If the elf figurine taken from Skella in area 15a is touched to the sun symbol, the gate opens for 1 minute
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
such bags identify with the trickster aspect of the god Memnor and take pride in their cleverness. Cloud Giant Bag Contents 140 (4d6 × 10) sp 140 (4d6 × 10) gp 10 (3d6) pp 3 (1d4 + 1) boulders (for
creature, worth 50 gp 4 A giant-sized silver ring set with blue crystals, worth 75 gp 5 A large, gaudy citrine pendant carved to look like the sun, worth 90 gp 6 A giant-sized brass spyglass worth 100
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
210 (6d6 × 10) gp 35 (1d6 × 10) pp 3 (1d4 + 1) boulders (for throwing) 2 (1d4) items from the Storm Giant Bag Items table Storm Giant Bag Items d12 Item 1 The bones of a roc, carved with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halaster’s yawning face, the mirror forming his
wide-open mouth.
Dais. Etched on the floor of the dais are the words “Flattery will get you everywhere.”
Statues. Flanking the dais are two petrified hook horrors that look like carved statues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
49. Arch Gate to Level 14 Arch. A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Secret Door. A secret door opens into a dusty
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halaster’s
magic gates (see “Gates”). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”). Carved into the arch gate’s keystone is an image of a rust monster. The rules of this gate are as follows: Touching the arch with a nonmagical item made entirely of ferrous metal (such as an iron
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Observatories Observatories are structures that help astronomers and stargazers observe the cosmos. This section includes rules and adventure ideas the DM can use for an observatory in any campaign
. The simplest observatories are flat platforms on tall hills, sometimes with upright stone slabs with holes carved into them to aid in stargazing. A well-appointed observatory could boast resources
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
stone figurine that weighs 1 pound. The figurines represent a black dragon, a unicorn, an umber hulk, an owlbear, a minotaur, and a manticore. Carved into the wall inside the arch is a stylized image of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
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->Waterdeep: Dungeon of the Mad Mage
privacy screen, and an empty chest with clawed feet decorate the room. Fancy rugs cover the floor.
Arch. Embedded in the middle of the north wall is a stone arch.
Arch Gate to Level 11 Carved into
the arch’s keystone is a hand clutching a lit torch. The arch is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
east wall has an image of an open book carved into its keystone.
Secret Door. A secret door in the north wall opens into a dusty, web-choked passage between this room and area 24.
Arch Gate to
Level 9 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
utensils.
Arch. Embedded in the south wall is a stone arch, its sides carved in the form of scantily clad elves (one male and one female) holding fingers to their lips in a gesture of silence.
Secret
Door. A secret door in the east wall leads to area 5.
Arch Gate to Level 6 The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a silence spell is cast so that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Heart of the Mountain The Melairkyn dwarves carved this 20-foot-high room out of the rock at the point they believed was the heart of their subterranean realm. The features of this room are as
that it begins to crumble if any attempt is made to handle or move it.
Mirror. A tall oval mirror is mounted on the east wall. Carved into its stone frame are dozens of lidless eyes and the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: “The dead know the secret.” The
mirror is one of Halaster’s gates (see “Gates”). Its rules are as follows: Speaking the proper command word while standing in front of the mirror opens the gate for 1 minute. Characters must be 11th level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Arch Gate to Level 12. A stone arch is embedded in the middle of the south wall. The arch is one of Halaster’s magic gates (see “Gates”). Carved into its keystone is an image of a hand pouring ale from
a flagon. Its rules are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 12th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. They have no treasure. North Arch Gate. The north arch is one of Halaster’s magic gates (see “Gates”). It is decorated with inlaid images of dancing goblins. The letter D is carved into the arch’s
keystone. Its rules are as follows: The gate opens for 1 minute if a creature stands within 5 feet of the arch and either sings a D note or plays a D note on a musical instrument. Characters must be 12th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here is 10 feet high. The room has the following features: Arch. Embedded in the middle of the east wall is a stone arch. Carved into its keystone are three human-like stick figures holding hands
though one with both. It can’t be toppled and is impervious to damage. Close examination of the statue reveals that the eyes carved into its robe, twenty in all, have lids that are locked open
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
stumble upon. Monuments d20 Monument 1 Sealed burial mound or pyramid 2 Plundered burial mound or pyramid 3 Faces carved into a mountainside or cliff 4 Giant statues carved out of a mountainside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
arch’s keystone is carved with the visage of Halaster, whose eyes follow any creature that approaches the arch.
Petrified Beholder. In the northern arm of the room, a petrified beholder sprawls on its
indiscriminately. Arch Gate to Level 23 The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: If any creature touches the arch, the face shouts out in Common: “Yield magic for safe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
south wall is an organ whose pipes are carved out of stalagmites. Its bench and keys are made of polished gold and black marble. Two large copper kettle drums stand against the west wall. Resting atop
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
with intense heat. A creature that ends its turn touching the ground of the lava field takes 21 (6d6) fire damage. At the start of the contest’s second round, a volcano erupts, sending large boulders






