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Returning 35 results for 'can with ribs'.
Other Suggestions:
can with ring
can with robe
can with ruby
can with rites
Monsters
Keys from the Golden Vault
.
Shroud Tattoo. Prisoner 13 can’t be targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can&rsquo
. When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking
monsters
Depicted Demise. The lake dredger takes 20 Force damage at the start of its turn if it can see a creature holding a created depiction (such as a drawing, painting, or carving) of the lake dredger
feeding on living creatures, especially drawn to those who exhibit fear of the deep. Once prey is devoured, it is impaled on its cracked ribs until the waterlogged flesh becomes one with the beast’s
magic-items
magics. The spoon used to stir the cauldron is carved from the bone of a magical creature. This cauldron can heat to boiling temperatures without requiring fire simply by being filled and stirred, and
the stews and soups it produces are always delicious and hearty.
During a Long Rest, you can cook enough stew to feed up to three creatures. All creatures who eat a stew from this pot gain 10
magic-items
an elemental. Even in its permanently frozen state, it is comfortable to wear.
Once per turn, when you cast a spell that deals Cold damage using a spell slot, you can choose one target that was dealt
:
[Animus] Animus from an Elemental
[Bones] Ribs from an Undead
[Fluid] Contaminated Ichor
Heart from aadult white dragon;White Dragon,adult silver dragon;Silver Dragon,Winter Troll[/monsters], or any monster Immune to Cold damage.
magic-items
a Bloodied creature using this weapon, you can make one additional attack with this weapon as part of the same action.
Crafting. Creating a Whirling Bonesaw requires a Very Rare Workshop and the
following Very Rare Components:
[Animus] Any Animus
[Bones] Ribs
[Fluid] Elemental Fluid
[Hide] Plates
[Hide] Skin from any Monstrosity
Blade from aRipper[/monsters]
magic-items
after the attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while
wielding this weapon, you can make one weapon attack against that creature with this weapon as part of the same action or Bonus Action made to teleport.
While holding the greatsword, you can use a Magic
magic-items
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
weapon, you can make one weapon attack against that creature with this weapon as part of the same action or Bonus Action made to teleport.
While holding the longsword, you can use a Magic action to
magic-items
you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this weapon
, you can make one weapon attack against that creature with this weapon as part of the same action or Bonus Action made to teleport.
While holding the blade, you can use a Magic action to cast
magic-items
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
weapon, you can make one weapon attack against that creature with this weapon as part of the same action or Bonus Action made to teleport.
While holding the scimitar, you can use a Magic action to cast
monsters
this action again until the start of its next turn.
Impale. The beast impales a creature it is grappling on one of its exposed ribs (it can have two creatures impaled at a time). Strength Saving Throw
.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can choose to succeed instead.
Unraveled Longing. If the beast can see the likeness of its long-lost love at the start of its
magic-items
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
weapon, you can make one weapon attack against that creature with this weapon as part of the same action or Bonus Action made to teleport.
While holding the shortsword, you can use a Magic action to
magic-items
you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this weapon
, you can make one weapon attack against that creature with this weapon as part of the same action or Bonus Action made to teleport.
While holding the rapier, you can use a Magic action to cast
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3. Longhouses The lizardfolk warriors live in these longhouses. The longhouses are made from reeds bound into long, thick bundles and bent into upside-down, U-shaped ribs. The spaces between the ribs
the longhouses would estimate conservatively that over a hundred lizardfolk live at the castle. They won’t count anywhere near that many lizardfolk in the clearing. Snapjaw can explain the discrepancy, if he’s around.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3. Longhouses The lizardfolk warriors live in these longhouses. The longhouses are made from reeds bound into long, thick bundles and bent into upside-down, U-shaped ribs. The spaces between the ribs
the longhouses would estimate conservatively that over a hundred lizardfolk live at the castle. They won’t count anywhere near that many lizardfolk in the clearing. Snapjaw can explain the discrepancy, if he’s around.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the bottom and taking 21 (6d6) bludgeoning damage. Characters can mitigate this danger by roping themselves together or using a climber’s kit. Past the 40-foot mark, the steps improve again so that no
-foot-wide passageway sloping downward. The chamber is empty except for a dozen baskets woven from leather strips and walrus ribs, stacked in the north corner. These contain frozen fish and a few skin-wrapped bundles of rotting shark meat that the Ice Hunters consider a delicacy.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the bottom and taking 21 (6d6) bludgeoning damage. Characters can mitigate this danger by roping themselves together or using a climber’s kit. Past the 40-foot mark, the steps improve again so that no
-foot-wide passageway sloping downward. The chamber is empty except for a dozen baskets woven from leather strips and walrus ribs, stacked in the north corner. These contain frozen fish and a few skin-wrapped bundles of rotting shark meat that the Ice Hunters consider a delicacy.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
following: The stony mass isn’t a planet or an asteroid, but a colossal creature that appears lifeless. Shattered ribs arch over the creature’s mossy spine, and the air crackles with decaying magic.
Among
to the stern segment and area Z1, but they can approach the segments in whichever order they like. The character holding the rod piece senses that the next piece is located somewhere in the ship’s wreckage.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
following: The stony mass isn’t a planet or an asteroid, but a colossal creature that appears lifeless. Shattered ribs arch over the creature’s mossy spine, and the air crackles with decaying magic.
Among
to the stern segment and area Z1, but they can approach the segments in whichever order they like. The character holding the rod piece senses that the next piece is located somewhere in the ship’s wreckage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in
without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each time the gorgon enters a creature’s space for the first time during this move, that target is
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Approximately 60 feet across, the shelf rises a few feet above sea level and is littered with enormous, cracked bones—including ribs that arch taller than a human. A character proficient in Nature
recognizes that the bones are mostly from whales and huge seals (or Captain Lerustah can supply that information). Any character who spends a few minutes examining the bones discovers tooth marks with a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in
without provoking Opportunity Attacks and can move through the spaces of Medium or smaller creatures. Each time the gorgon enters a creature’s space for the first time during this move, that target is
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Approximately 60 feet across, the shelf rises a few feet above sea level and is littered with enormous, cracked bones—including ribs that arch taller than a human. A character proficient in Nature
recognizes that the bones are mostly from whales and huge seals (or Captain Lerustah can supply that information). Any character who spends a few minutes examining the bones discovers tooth marks with a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types. Lingering
Injuries d20 Injury 1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types. Lingering
Injuries d20 Injury 1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carpets draped across a frame of whale ribs, and stands 8 feet tall, 20 feet wide, and 30 feet long. The bottoms of the walls drape down onto the ground, leaving no gaps underneath. The tent has no
obvious entrance, but a character can slide between any two overlapping tapestries to emerge inside the shelter. When the characters step inside, read or paraphrase the following. The interior of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carpets draped across a frame of whale ribs, and stands 8 feet tall, 20 feet wide, and 30 feet long. The bottoms of the walls drape down onto the ground, leaving no gaps underneath. The tent has no
obvious entrance, but a character can slide between any two overlapping tapestries to emerge inside the shelter. When the characters step inside, read or paraphrase the following. The interior of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
swarms of quippers. Someone who examines the dragon bones and succeeds on a DC 13 Intelligence (Investigation) check sees enough regularity in the vines draped across the ribs to conclude the dragon was
the plants around it are dead. The secret door can be detected with a successful DC 17 Wisdom (Perception) check. Characters who inspect the plants around the door and succeed on a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
swarms of quippers. Someone who examines the dragon bones and succeeds on a DC 13 Intelligence (Investigation) check sees enough regularity in the vines draped across the ribs to conclude the dragon was
the plants around it are dead. The secret door can be detected with a successful DC 17 Wisdom (Perception) check. Characters who inspect the plants around the door and succeed on a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ribs from the chapel’s exposed floor, as if in mockery of the sanctity of this once-holy place. Underground. Twin staircases in the main hall descend to a partially flooded crypt. Five trapped stone
can use one or more of the following additional lair actions while in its lair: Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ribs from the chapel’s exposed floor, as if in mockery of the sanctity of this once-holy place. Underground. Twin staircases in the main hall descend to a partially flooded crypt. Five trapped stone
can use one or more of the following additional lair actions while in its lair: Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
mountains whose peaks curve inward around a smoldering valley. Iron walls encircle the fortified town, and two rows of cracked, dry spires of rock curl over its arid sky—the earthen ribs from which the
Avernus, the war-torn first layer of the Nine Hells. Clever Fiends and mages can change the gate’s destination, warping the pillar into an icy mirror that leads to the glacial layer of Cania or a noxious
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Hit: 21 (3d10 + 5) slashing damage. Once per day, the skeleton can use its action to unleash a lightning bolt from its halberd, as though cast using a 5th-level spell slot. The evil spirit of the
death knight can see and speak through the skeletal figurehead (see “Death Knight’s Soul”). D2. Upper Deck The upper deck contains a set of stairs that descend into the bowels of the ship, two ballista
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Hit: 21 (3d10 + 5) slashing damage. Once per day, the skeleton can use its action to unleash a lightning bolt from its halberd, as though cast using a 5th-level spell slot. The evil spirit of the
death knight can see and speak through the skeletal figurehead (see “Death Knight’s Soul”). D2. Upper Deck The upper deck contains a set of stairs that descend into the bowels of the ship, two ballista
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character asks Nib to make something specific, Nib honors that request, provided the desired item is a nonmagical item worth no more than 1,000 gp, or a magic item of common or uncommon rarity. Nib can make
-gotten gains were put to good use, my bad deeds would remain behind me. You are beholding the restless apparitions of those I hurt. They lurk behind my back, tormenting me with pokes at my ribs and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5 feet of the zombie can see the spellbook wedged between its ribs. A character can use an action to try to snatch the spellbook while the zombie is animate with a successful DC 12 Dexterity (Sleight
dresser, and a claw-footed iron chest with an arcane lock spell cast on it (keyed to the student assigned to the room). A creature can force open the magically locked chest with a successful DC 25