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Returning 35 results for 'beneath before depend could requires'.
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Magic Items
Eberron: Rising from the Last War
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
beneath the open sky have a five percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Thunderstorm Chance"} chance of being struck by lightning. A creature struck by lightning must make a
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
hunt for vengeance can become a full-blown clan feud.
Clans and Kingdoms
Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Making Task Checks When a franchise task requires an ability check, a staff member can use their own ability check modifier to determine success. (This modifier might depend on the staff member’s
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed
the gods or as food.
Depend on Deceit
Yuan-ti have no sense of honorable combat. They are naturally stealthy, and if they can sneak up on enemies, either in an ambush or to murder them in their sleep
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
of death. What equipment and treasures the characters claim during their escape depend on how much of the outpost they are able to explore before fleeing. For some characters, it might be a fun
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lots of worthless clutter. The halflings haven’t noticed the secret tunnel that leads to the Xanathar Guild hideout; it’s concealed beneath a large flagstone that requires a Strength score of 10 or
Q9. Private Cellar An innocent halfling family, the Peabodys, brews beer in this cellar, which lies beneath their home on Fishgut Alley in the Dock Ward. Their cellar contains brewing supplies and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Living Armor Armor (any), very rare (requires attunement) This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it
that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Broom of Flying Wondrous Item, Uncommon (Requires Attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
requires a successful DC 15 Dexterity check using thieves’ tools. The glass in the windows has AC 13, 5 hit points, and immunity to poison and psychic damage. If Lhammaruntosz notices the characters
entering her lair through the windows, she assumes they are thieves and attacks. The final entrance to the shrine is hidden beneath the waves. A character with a passive Wisdom (Perception) score of 18
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treasures of every living race — and a number of
agriculture and trade. Most rural folk depend on farming to eat, and Faerûnians who live in cities ply skilled trades or use brawn to earn their keep, so they can purchase the goods and food provided by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can be seen beneath the surface of the black water.
The water is heated by a thermal spring and pleasantly warm. However, the pool is disease-ridden. Any creature that starts its turn in the water
can try to get around the pool without swimming it, by using magic or climbing along the walls. Climbing the slippery walls of the cavern requires a successful DC 13 Athletics check. On a failed check, a character falls into the water.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Dead End? This 15-foot-high cave extends beneath area 15. It contains the following features: Web Cables. Web cables crisscross the tunnel that leads into this area.
Rock Formation. A 10-foot
formation. The door is an 8-foot-square, 1-foot-thick slab of stone that pivots on a central axis. Pushing or pulling it open from below requires a successful DC 20 Strength (Athletics) check. The secret door remains open until it is manually closed again.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Saint Markovia’s Thighbone Weapon (mace), rare (requires attunement) Saint Markovia’s thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a
the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Beneath the pink dawn sky, a swift-looking, double-masted vessel floats in the aquamarine water. Two wiry figures wearing green-blue armor and matching silk cloaks stand on the deck. One looks dour
mood lightens toward characters who help prepare the ship, which requires a successful DC 14 Strength (Athletics) check. Once the Beden-Moon is underway, its journey takes two hours. During this time
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
requires 1 minute and a successful DC 20 Dexterity check. The check is made with disadvantage if the character is trying to pick the lock from inside the cell. If the check fails, the character can try
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
creatures must reach the handle to unlatch it. Opening a door typically requires one character to operate the latch and another to wrestle the door open. While the handle is unlatched, a creature must use an
normally beneath particularly hefty pieces of giant furniture, such as a 12-foot-tall dining table. Stairs. Giant-made steps range from 1½ to 3 feet high. Large and smaller creatures treat such staircases as
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
control it. A skiff also requires at least one fully charged energy cell from the treasury (area M10) for fuel. The merrenoloth stays silent, but any character who succeeds on a DC 14 Wisdom
(Perception) check to glimpse beneath its hood sees a skeletal face. (The character can later note the resemblance between this visage and the monastery’s flayed monks.)
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tunnels at ground level form the catacombs beneath the barrow mound. They reek of damp earth and stale, deathly air.
Ceilings. Ceilings throughout are 8 feet high and flat.
Earthen Construction. All
.
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->Waterdeep: Dungeon of the Mad Mage
effects). This field prevents spells from detecting a magic item that is hidden beneath a secret trapdoor in the middle of the pentagram (see “Shield of the Uven Rune” below). A character who examines
successful DC 20 Dexterity check. Shield of the Uven Rune Wondrous item, very rare (requires attunement) This shield is made from the scale of an ancient white dragon. It has a rune burned into its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spider.
An open doorway is visible on one side of the hut, beneath which floats the upside-down, hollowed-out skull of a giant. Flanking the hut’s doorway are two iron cages that dangle like hideous
her scarecrows if released. Each cage is held shut by one of Baba Lysaga’s arcane lock spells, and opening it requires a knock spell or a successful DC 20 Strength check. A character can also pick
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
room because of their fear of the snake.) Treasure. The bones crushed beneath the fallen block belonged to two humans. This block can be moved by the combined effort of up to three characters with a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
the manse is poisonous and makes the walls difficult to climb. Scaling a wall requires a successful DC 15 Strength (Athletics) check. A creature that comes into contact with ivy must succeed on a DC
crumbling two-story manse all but hidden beneath thorny ivy. The large house is set atop a six-foot-high stone foundation, and the main entrance has a balcony above it. Pumpkins grow wild in patches around
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Shard Description The shard of Xeluan is described below. Characters don’t become aware of the shard’s curse until it comes into play. Shard of Xeluan Shard of Xeluan Wondrous Item, Rare (Requires
Attunement) This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface. Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
and congratulates them. His next actions depend on his current goal (see “Halaster’s Goals”): If the characters took any actions to further Halaster’s current goal, he greets them warmly, thanks them
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Regaining Control of the Helm A creature occupying the Helm crew station of an airship typically requires the Mark of the Storm to access the station’s actions (see chapter 7 of Eberron: Forge of the
’ options now depend on where they were when Captain Rallanith entered the dive. Give the players a few minutes to describe their characters and what they were doing prior to their being attacked by pirates
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dilapidated iron prison pens hold prisoners of the Dragon Army. Bloodstains spatter the ground beneath and around the cages.
The draconians keep prisoners in these cages. If the characters are captured
iron and locked with padlocks. Opening a lock requires the key held by Urta or a successful DC 17 Dexterity check using thieves’ tools. A character inside a cage has disadvantage on this check. Sea
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
14. Wizards’ Quarters The doors leading into this area are cracked, their iron hinges partially melted. Wrenching or smashing open the doors requires a successful DC 15 Strength check. Dust, ash
, walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings—tables, chairs, bookshelves, beds—are charred or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Hunting Kennel The stone outbuilding has a mossy roof and no windows. The solid oak doors at either end are 9 feet tall; the whole thing resembles a small barn. Opening the door requires a knock
rope: probably a young boar, though the flies make it hard to tell. Beneath it is a bowl circled by runes written in blood. The runes are written in Giant. Trepsin is a follower of the demon lord
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere of solid granite balances within a secret compartment at the top of the stairs. Finding the compartment requires that a character search the tunnel ceiling and succeed on a DC 15 Wisdom
tiles that fall apart beneath 100 pounds or more of weight. Any character who searches the floor notices the unusual stonework and smells the acid below with a successful DC 13 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tentacles support the vaulted ceiling, which features a large dome painted to look like the night sky. Beneath the dome and between the pillars, a large bed stands atop a wide, circular dais. The
. Picking a lock requires thieves’ tools and a successful DC 15 Dexterity check. One chest contains five outfits of traveler’s clothes sized for a large human female. The other chest holds priestly vestments
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
beneath their feet. Treasure. Scattered across the floor of this cell are 2,100 ep. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character can scoop up one hundred coins
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
diameter. Lifting the capstone requires the application of leverage and the combined effort of up to two characters with a total Strength of 25 or higher. Beneath the stone lid is a pit filled with the
the image of a sun-god in a feathered robe. There are seven jade items in all, weighing 1 pound and worth 30 gp each. Buried beneath the skeletons is a chalice of beaten gold, inset with six amethysts






