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Returning 35 results for 'beneath both defusing 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
Half-Elf
Legacy
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races
Basic Rules (2014)
the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
unexpected encounters requires a successful DC 12 Wisdom (Insight) check. Have each player note their character’s Exam results—how many Student Dice they gained and what skills they used during the test—on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
unexpected encounters requires a successful DC 12 Wisdom (Insight) check. Have each player note their character’s Exam results—how many Student Dice they gained and what skills they used during the test—on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
unexpected encounters requires a successful DC 12 Wisdom (Insight) check. Have each player note their character’s Exam results—how many Student Dice they gained and what skills they used during the test—on
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->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->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->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->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->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->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->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->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->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->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->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->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->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->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->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->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->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->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
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->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->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->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->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






