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Returning 16 results for 'both both down conceal rough'.
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Spells
Player’s Handbook
other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the
appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a
doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a
doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence Recall lore about spells, magic items, and the planes of existence. Athletics Strength Jump farther than normal, stay afloat in rough water, or break something. Deception Charisma Tell a
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Recall lore about spells, magic items, and the planes of existence. Athletics Strength Jump farther than normal, stay afloat in rough water, or break something. Deception Charisma Tell a
rituals, and holy symbols. Sleight of Hand Dexterity Pick a pocket, conceal a handheld object, or perform legerdemain. Stealth Dexterity Escape notice by moving quietly and hiding behind things. Survival
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
treasury hall holds the dragon’s hoard, which serves to distract would-be thieves from a store of dangerous and corrupting artifacts hidden in a secret vault opposite the hoard chamber. Pantry. A rough
15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
3 to 5 feet wide and has no railing. Its surface is rough and uneven. If the characters go out on the causeway, see area W4. Gong. The gong creates a loud, reverberating tone that can be easily heard
accessible via a vertical shaft. Once a character reaches the bottom of the shaft, read the following: This rough, circular cave is painfully hot. A curved wall of fire stretches from floor to ceiling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct draft drawing the smoke up through a rough hole in the ceiling
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
lies between them. A rough-hewn staircase to the left leads down to another torchlit chamber.
These three necromites of Myrkul are playing dead. They conceal their skull-headed flails underneath
establishment as a front to conceal his dark dealings without the duke’s knowledge. Jabaz knows the location of the secret door in area D4 but won’t volunteer that information, fearing Mortlock’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
locked behind them after they depart. 42. Guard Post Four lizardfolk are on guard here. An iron-bound wooden door stands in the southwest corner of this area. A rough wooden bench sits next to it, set
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters conceal their arrival, they are noticed before they reach the foot of the stairs. The stairs descend into a barracks. At the foot of the stairs, an archway leads out of the area to your
way. A rough platform carved into one wall serves as a bed.
This cell is unoccupied. 50b. Sea Lion Cell Angry snarls arise from this cell. Inside, an angered sea lion roars and thrashes in the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
conceal areas from discovery. Perception. You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages. Stealth. You can quickly assess the weak
might miss. Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle’s AC and saving throws. Vehicles Activity DC Navigate rough terrain or waters 10 Assess a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to their lairs to rest. If the characters take no steps to conceal themselves and enter the city while the dragons are in the sky, the dragons spot the party and attack. The ships that the dragons have
underneath it; it has AC 17, 100 hit points, a damage threshold of 10, and immunity to poison and psychic damage. Beneath the altar is a rough-hewn niche containing the skeletal remains of a half
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
red wax.
The Sacred Stone monks have little use for brandy, but Hellenrae recognizes that innocuous activities like producing liquor for visitors might help to conceal the true nature of the Black
isn’t a keyed room is part of the mines. Several rough-hewn mine tunnels converge near this spot, shored up by old timbers. Patches of weird fungus or lichen cling to the walls in places. A soft breeze
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Nine-Fingers Keene to conceal contraband in corpses’ funeral wrappings, which the guards and toll collectors never check. Even less savory is the harvesting and sale of corpses or their parts for the
helping people get out of the city fast, so long as they don’t care overly much where they go. Elfsong Tavern Despite its rough-and-tumble clientele, this tavern is one of the most popular in Baldur’s
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Keene to conceal contraband in corpses’ funeral wrappings, which the guards and toll collectors never check. Even less savory is the harvesting and sale of corpses or their parts for the city’s
get out of the city fast, so long as they don’t care overly much where they go. Elfsong Tavern Despite its rough-and-tumble clientele, this tavern is one of the most popular in Baldur’s Gate. At






