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Returning 35 results for 'built blessing diffusing climbing roving'.
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Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Guildmasters’ Guide to Ravnica
shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Candlekeep Mysteries
grasping and climbing. A grippli can move as quickly on all fours as it can on two legs.
Communal Effort. Grippli rely on ambushes and guerrilla warfare to defend themselves and their settlements. They
can snare foes with their tongues to make them easier targets. Grippli villages are generally built from mud bricks and other natural materials harvested from the immediate vicinity.
Young grippli
Monsters
Acquisitions Incorporated
","rollDamageType":"bludgeoning"} bludgeoning damage.War God's Blessing (Recharges after a Short or Long Rest). When a creature within 30 feet of Omin makes an attack roll, but before learning whether it hits
world.
Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
(6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
(6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. Roving
(6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
clearance above them. The floor is part of the mechanism and is difficult terrain. Climbing in and out of a sled costs 10 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle. 2 A small war machine built at the monastery has been claimed by three kobolds
between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters’ journey. 5 Roving outlaws (five to ten thugs led by a bandit captain) heading to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle. 2 A small war machine built at the monastery has been claimed by three kobolds
between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters’ journey. 5 Roving outlaws (five to ten thugs led by a bandit captain) heading to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle. 2 A small war machine built at the monastery has been claimed by three kobolds
between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters’ journey. 5 Roving outlaws (five to ten thugs led by a bandit captain) heading to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Eye of the All-Father The Eye of the All-Father is an underground complex built by giants (see map 4.1), which has survived for tens of thousands of years. The giant lords of Ostoria came here for
location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
clearance above them. The floor is part of the mechanism and is difficult terrain. Climbing in and out of a sled costs 10 feet of movement.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Eye of the All-Father The Eye of the All-Father is an underground complex built by giants (see map 4.1), which has survived for tens of thousands of years. The giant lords of Ostoria came here for
location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
clearance above them. The floor is part of the mechanism and is difficult terrain. Climbing in and out of a sled costs 10 feet of movement.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Eye of the All-Father The Eye of the All-Father is an underground complex built by giants (see map 4.1), which has survived for tens of thousands of years. The giant lords of Ostoria came here for
location. Everything within the dungeon is built to giant scale. Harshnag is familiar with the general features and layout of the complex (except for area 9), but not its traps or current denizens. EYE OF
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Maze
Map 6.2: Outer Blingdenstone Between the gate and Blingdenstone proper, the svirfneblin built the maze: a twisting and turning path that runs between 10-foot-high walls studded with nails
. Climbing a nail-studded wall requires a successful DC 13 Strength (Athletics) check. Even with a successful check, a creature must succeed on a DC 13 Dexterity saving throw to avoid the nails, taking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Maze
Map 6.2: Outer Blingdenstone Between the gate and Blingdenstone proper, the svirfneblin built the maze: a twisting and turning path that runs between 10-foot-high walls studded with nails
. Climbing a nail-studded wall requires a successful DC 13 Strength (Athletics) check. Even with a successful check, a creature must succeed on a DC 13 Dexterity saving throw to avoid the nails, taking
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the south wall comes the crash of tidal sea water flowing in and out of a cave.
The tortles built a cistern on the roof that catches rainwater and channels it through the crab sculpture into the pool
the blessing is conferred.
Any creature that damages the basin must succeed on a DC 15 Constitution saving throw or be transformed into a crab for 24 hours. The effect is otherwise identical to that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Maze
Map 6.2: Outer Blingdenstone Between the gate and Blingdenstone proper, the svirfneblin built the maze: a twisting and turning path that runs between 10-foot-high walls studded with nails
. Climbing a nail-studded wall requires a successful DC 13 Strength (Athletics) check. Even with a successful check, a creature must succeed on a DC 13 Dexterity saving throw to avoid the nails, taking
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the south wall comes the crash of tidal sea water flowing in and out of a cave.
The tortles built a cistern on the roof that catches rainwater and channels it through the crab sculpture into the pool
the blessing is conferred.
Any creature that damages the basin must succeed on a DC 15 Constitution saving throw or be transformed into a crab for 24 hours. The effect is otherwise identical to that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the south wall comes the crash of tidal sea water flowing in and out of a cave.
The tortles built a cistern on the roof that catches rainwater and channels it through the crab sculpture into the pool
the blessing is conferred.
Any creature that damages the basin must succeed on a DC 15 Constitution saving throw or be transformed into a crab for 24 hours. The effect is otherwise identical to that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
were infused into the skybridges in ages past, with the creatures’ blessing. Only bonesingers, people chosen as stewards of the skybridges, know how to maintain the magic that keeps the skybridges safe.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
were infused into the skybridges in ages past, with the creatures’ blessing. Only bonesingers, people chosen as stewards of the skybridges, know how to maintain the magic that keeps the skybridges safe.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
were infused into the skybridges in ages past, with the creatures’ blessing. Only bonesingers, people chosen as stewards of the skybridges, know how to maintain the magic that keeps the skybridges safe.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Roving bands of salamanders battle each other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations. City of Brass Perhaps the
obsidian and basalt jut up from the sea, dotted with ancient ruins and the lairs of powerful red dragons. Torchy’s Built atop a tall basalt crag in the middle of a lava river is an iron-walled tavern that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Roving bands of salamanders battle each other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations. City of Brass Perhaps the
obsidian and basalt jut up from the sea, dotted with ancient ruins and the lairs of powerful red dragons. Torchy’s Built atop a tall basalt crag in the middle of a lava river is an iron-walled tavern that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Roving bands of salamanders battle each other, raid azer outposts, and avoid patrols from the City of Brass. Obsidian ruins dot the desert—remnants of forgotten civilizations. City of Brass Perhaps the
obsidian and basalt jut up from the sea, dotted with ancient ruins and the lairs of powerful red dragons. Torchy’s Built atop a tall basalt crag in the middle of a lava river is an iron-walled tavern that






