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Returning 35 results for 'blade both during continue rock'.
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blades both during continues roll
blast both during continues roll
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Lava Blade"} to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType":"damage", "rollAction
Monsters
Bigby Presents: Glory of the Giants
stalker makes two Glaive attacks or two Rock attacks.
Glaive. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Glaive"} to hit, reach 15 ft., one target. Hit
":"Glaive", "rollDamageType":"force"} force damage.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 23
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Rock
Monsters
Princes of the Apocalypse
Death Burst. When the stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding stonemelder must
","rollAction":"Spellcasting"} to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending
Monsters
Keys from the Golden Vault
a machine. What was once her torso is now a steel carapace that can discharge jets of scalding steam. Her left arm ends in a humming blade. Her right arm ends in a metal shield. Her eyes are shiny
Construct. If she’s allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage
Monsters
Van Richten’s Guide to Ravenloft
. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
Monsters
Van Richten’s Guide to Ravenloft
target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
Monsters
Van Richten’s Guide to Ravenloft
"} bludgeoning damage.
Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
Monsters
Van Richten’s Guide to Ravenloft
, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horror’s limb ends
in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
events continue to rock the region. Consult the “Volcanic Threats” section earlier in the adventure for dangers that might occur. Additionally, at a point between the Xoxotla and the shrine, the characters come upon the aftermath of a battle.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Lair”). The characters can continue to Overlake Hold and meet with Captain Errde Blackskull (see “Overlake Hold”). The drow scout Xalith approaches the Stone Guards, claiming the characters as escaped
property of her mistress, Ilvara (see “Signs of Pursuit” in the “Blade Bazaar” section). The Stone Guards arrest the characters and take them to Overlake Hold, pending negotiations with the drow. At
Monsters
Fizban's Treasury of Dragons
flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair, one in the rock face just above one tarn and one below the surface of
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Monsters
Fizban's Treasury of Dragons
, one in the rock face just above one tarn and one below the surface of the other tarn. The dragon uses the underwater passage as a secret entrance and emergency exit.
Main Caves. The lair is a complex
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
brilliant colors below you, and rays of sunlight defy the overcast sky to illuminate the lush grass and dark basalt rock of the island. Avoiding the rocks jutting up from the ocean, your ship makes its
the cliff to the temple, dotted along the way with doorways cut into the rock.
The sailors set you ashore on a rickety dock, where a large rowboat is neatly tied. They point to the base of the path
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant lifting a rock above its head A frost giant chopping down a great pine A cloud giant flying among birds in the sky A flying storm giant hurling lightning bolts at a ship A stone giant climbing a
snow thins out and disappears after about 100 feet. The tracks of the humans continue east into the dungeon complex.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Well Cracked horn Kayalithica Flint Rock Mithral spear tip Sansuri Grandfather Tree Electrum nose-ring Guh Great Worm Cavern Broken shield Storvald Morgur’s Mound Gold-plated tooth Zalto One Stone Magic
boulder Kayalithica Raven Rock Magma ring
Bone greatclub
Zalto
Guh
Shining White Porcelain mask Sansuri Stone Stand Frost giant skull Storvald Harshnag’s Map Harshnag knows the names and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. The chapel appears dedicated to Vecna, decorated with artwork and symbols in honor of the god of evil secrets. The worshipers, all humanoid, appear exhausted as they continue their chant. As you
to the temple by rumors of its bound balor, Pentival and his party were quickly captured. All his friends have succumbed to the magic of the temple and been transformed into black rock, but Pentival
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
—now visible off the bow—promises rare wonders. Seaweed shimmers in countless brilliant colors below you, and rays of sunlight defy the overcast sky to illuminate the lush grass and dark basalt rock of
wizened man surrounded by seven songbirds. A long path winds up the side of the cliff to the temple, dotted along the way with doorways cut into the rock.
The sailors set you ashore on a rickety dock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
some land far away, or an as-yet-unknown location rumored to hide a fabulous treasure. Track the Broken Blade If the characters were sent to retrieve weapons for Baron Althon, they can bring him the +1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barracks. Both the prison and the tower are carved out of a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
Actions
Multiattack. The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Maximilian’s earthen grasp (transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation
)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Skill empowerment (transmutation)
Steel wind strike (conjuration)
Synaptic static (enchantment)
Transmute rock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved into the stone. The slot has the same width and depth as the pirate’s rusty blade. If this shortsword or one like it is inserted into the slot, a loose rock in the ceiling falls away, and with it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
blade. Presenting the Sword To redeem Zariel, the characters must possess the Sword of Zariel. Bringing the sword within 10 feet of Zariel causes the weapon to glow brighter, then levitate to hover
horrific fate. If Zariel is redeemed, she turns the death knight to dust, letting his soul rest at last. If the Charisma (Persuasion) check succeeds, continue with “Zariel’s Redemption” below. If the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
layer of slime, and that appears to be moving. A jagged rock formation might be a piece of an ancient wall… or perhaps that’s just your imagination. This is the Demon Wastes. Tens of thousands of
still lingers in this place. Vile creatures continue to crawl up from the depths of Khyber. And there are a handful of primordial ruins sustained by dark magic… ruins that may still be home to fiends
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overhead. Patches of glowing fungi cling to the walls and fill the chamber with dim light. Columns of stone support the ceiling, the rock marbled with veins of glittering crystal. Across the chamber, a
of the gods are scrawled around the cleft in dried blood, and continue on down the tunnel walls. Anyone who can read the Abyssal tongue can tell that this place has been consecrated in the name of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
.
Magic Resistance. The stalker has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The stalker makes two Glaive attacks or two Rock attacks.
Glaive. Melee
Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 9 (2d8) force damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Astral Menagerie), a soldier who believes his glory days are behind him. Krux has spent the last few years working as a mercenary on and around the Rock of Bral, but lately the giff has been spending more
astral elf ships visited the Rock of Bral a few days before launching the attack on your world. The elves gave fair warning to various captains on the Rock, urging them to steer clear of your world lest
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Faceless mask, scrap of gray cloth 19–21 Trapdoor Grease Pit Gehenna Bloody knife, lava rock 22–24 Furnace door Bank of Abbathor The Nine Hells Pinch of sulfur, signed contract 25–27 Iron gate Armory Acheron
Broken blade, medal 28–30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31–33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34–36 Temple






