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Returning 35 results for 'blood barriers diffusing climbing resolve'.
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Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.
The Netherese sent the thaluud into the Underdark to exterminate
Magic Items
The Wild Beyond the Witchlight
again until the next dawn.
If at least 1 gallon of blood is poured into the cauldron and stirred for 1 minute, it turns into a cloud of harmless black smoke that erupts from the cauldron and
radius of the effect is 100 feet per gallon of blood used. An unconscious creature awakens if it takes damage or if someone uses an action to shake or slap it. Once used, this property of the cauldron
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Kitchen and Pantry Food is stored and prepared here. The blood that leaks from the walls and floors makes little of it appetizing. 11a. Kitchen Fireplace. This 15-foot-high room is warm and
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
Shadowmoor is available in the Red Shallows for a price, though rumors suggest the name comes from the blood that spills into the water from deals gone wrong. When it’s in Lorwyn, Druim Calad is called
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
human female is sprawled face down in a pool of blood. She is dressed like a high-ranking member of the Cult of the Dragon.
The dead cultist was slain by Iskander. They argued, the dead cultist turned
tell that the cultist was killed by a dragontooth dagger (see appendix C). The balconies are set 8 feet above the floor and can be easily reached by climbing. The floor of each balcony bears a teleport
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
human female is sprawled face down in a pool of blood. She is dressed like a high-ranking member of the Cult of the Dragon.
The dead cultist was slain by Iskander. They argued, the dead cultist turned
tell that the cultist was killed by a dragontooth dagger (see appendix C). The balconies are set 8 feet above the floor and can be easily reached by climbing. The floor of each balcony bears a teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Into the Maze The minotaurs’ maze fills a region of the Underdark one mile on each side. A network of corridors climbing up to higher levels and descending to lower ones by way of ramps, the maze
requires time, attention, and patience to navigate. The corridors are 10 feet wide and tall, faced with stone blocks mortared into place. Bits of flesh and bone litter the floor, and splashes of blood
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
crumbly but have abundant handholds and footholds. They can be scaled without climbing gear with a successful DC 15 Strength (Athletics) check. No check is needed to enter Undermountain by using the rope-and-pulley system.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
saving throw or be cursed with blood lust. While cursed in this way, the creature is hostile toward all other creatures it can see and must use its action each turn to attack the creature closest to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
regenerates the land, pushing new hills up as the old ones erode to nothing. Plane of Earth Adventures Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite
willing to crush venerable institutions and respected traditions in its advance. Cultists of Evil Earth crave the power to destroy the works of civilization with landslides, sinkholes, or mighty earthquakes, and they believe the earth thirsts for the blood of those who don’t venerate it properly.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
anyone who succeeds on a DC 12 Wisdom (Perception) check and can be reached by climbing with a successful DC 12 Strength (Athletics) check. These caves serve as the lairs of the harpies that use the pool
as their killing ground. (DANIEL LJUNGGREN) Dubious Oracles Three blood-toll harpies (see chapter 6), sisters named Ahkno, Hakno, and Jhamp, lurk in the caves near the pool. The mangy, dull-witted
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
DRAKES
Each type of chromatic dragon’s scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
grew obsessed with the Blood War, and a thirst for battle grew within her that she couldn’t ignore. In time, she became frustrated that she and the other angels were forced to remain spectators while
to join the fray were denied, her frustration overtook her, and she launched herself into the Blood War. Accompanied by a mob of mortal followers, she cut a swath through a legion of devils before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable. The Netherese sent the thaluud into the Underdark to exterminate their
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, winds its way across ashen plains, and eventually plunges through a yawning pit into the eight levels of the Hells below. All the rivers of Avernus feed into the Styx, each one flowing red with blood
who expended tremendous amounts of magical power to breach the barriers that separate the Nine Hells from other planes. Using Devils Devils aren’t numerous in The Rise of Tiamat until the final
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, winds its way across ashen plains, and eventually plunges through a yawning pit into the eight levels of the Hells below. All the rivers of Avernus feed into the Styx, each one flowing red with blood
, and though Asmodeus can bend these laws, he seldom does. Most devils in the Material Plane were summoned there by mortal mages who expended tremendous amounts of magical power to breach the barriers
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, winds its way across ashen plains, and eventually plunges through a yawning pit into the eight levels of the Hells below. All the rivers of Avernus feed into the Styx, each one flowing red with blood
who expended tremendous amounts of magical power to breach the barriers that separate the Nine Hells from other planes. Using Devils Devils aren’t numerous in The Rise of Tiamat until the final
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings. The Cult of the Black Earth appeals to those who draw their fortunes
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
created bad blood between the two cities, though neither city has been eager to test the military might of the other. Port Nyanzaru Baldur’s Gate serves as one of the main ports from which ships depart
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
religious viewpoints has created bad blood between the two cities, though neither city has been eager to test the military might of the other. Port Nyanzaru Baldur’s Gate serves as one of the main ports
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kaius II was newly seated on the steel throne and lacked the resolve to bring the dwarf lords to heel. Now we see the harvest we have sown, and it is horrifying. Without the firm hand of Karrnath to
, and it seemed to pulse with its own heartbeat. A guard present at the event said that Soldorak’s axe moaned when the blade came close to him, as if the weapon hungered for human blood.
This is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
choose not to try, read: Zariel grabs the sword by the blade and lets her fiendish blood cascade down its edge, snarling in pain. “With this final rite, I discharge my divine duty. Let my name be forever
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chute This eight-foot-high cave is unfurnished and unlit. A hole in the southwest corner is the mouth of an open chute that reeks of blood and filth.
If they have not been lured elsewhere, two white
angled. It empties into the ravine outside and requires a successful DC 15 Strength (Athletics) check to ascend or descend without magic or climbing gear; a character who fails this check by 5 or more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Mark of Death Halaster captured a dwarf vampire named Zorak Lightdrinker and magically bound him here. Open Pit. A 20-foot-long, 40-foot-deep pit spans the width of the corridor. Blood stains the
pit’s sheer walls, which are too smooth to climb without climbing gear, magic, or a trait such as Spider Climb.
Sarcophagus. At the bottom of the pit rests a 6-foot-long, 3-foot-wide alabaster
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
and devouring all in its path. Though the demon consumes indiscriminately, it hungers most for divine blood. As such, the essence of a good-aligned god, the blood of a good celestial, or even the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed






