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Returning 35 results for 'carved waking requires'.
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Magic Items
Dungeon Master’s Guide
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
(harmlessly) remove its horns and use them as weapons. One horn becomes a Lance, +1;+1 Lance, and the other becomes a Longsword, +2;+2 Longsword. Removing a horn requires a Magic action, and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight
victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
Magic Items
Icewind Dale: Rime of the Frostmaiden
I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that requires
Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
amulet requires 1 week and costs 1,000 gp in components.
A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack
Monsters
Van Richten’s Guide to Ravenloft
5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). It requires no
appears carved into the skull’s forehead.
5
Priest of Osybus (Spectral);Spectral. The priest now appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette is carved in the likeness of a
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spawn named Deviana, Ezra, and Yuri. Characters who succeed on a DC 15 Dexterity (Stealth) check can move through this room without waking the spawn. Otherwise, all three awaken and attack. Treasure
. Characters who search through all the coffins find a silver rod with one end carved in the shape of a key (70 gp). The rod unlocks the double door in area 18. 13c. Empty Hall Six web-draped pillars buttress the 20-foot-high ceiling of this otherwise empty hall.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrive. Characters looking around the room can see the remnants of the fomorian’s grim meals — travelers lost in the Wormwrithings or egg-hunting adventurers. Venturing into Stronk’s lair without waking
him requires a successful DC 12 Dexterity (Stealth) check. If awakened, the fomorian shouts out about “killing egg thieves” and “protecting my precious ones,” then fights to defend the nesting area and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
effect. Those who can perceive invisible objects see a nondescript iron door. The door is sealed with an Arcane Lock spell and requires a successful DC 22 Dexterity (Sleight of Hand) check using thieves
’ tools to open. Visible to characters who can see invisible objects are eight symbols subtly carved into the rock above the doorway. Tiny Undercommon characters are embedded in each symbol. When touched in the order that spells out “Web’s Edge,” the doorway opens.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
provides. A successful DC 16 Dexterity (Stealth) check allows a creature to cross the room quietly without waking the xorn, but the check is made with disadvantage if the creature is carrying coins or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Esclarotta’s Tomb This icy cyst has no obvious means of entry or egress. However, a creature can teleport to this buried chamber via area 17. You appear in an oval cave carved from solid glacial
of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair.
The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Esclarotta’s Tomb This icy cyst has no obvious means of entry or egress. However, a creature can teleport to this buried chamber via area 17. You appear in an oval cave carved from solid glacial
of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair. The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
. If intruders flee, the mummies pursue. If the mummies awaken, so too does Gorka Tharn. 6c. Mummy Lord’s Crypt Niches. Niches carved into the walls of this damp 20-foot-high cavern contain hundreds of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K85. Sergei’s Tomb A portcullis is closed in the archway into this tomb. Lifting it requires a successful DC 25 Strength check. White marble steps descend to a tomb that has a vaulted ceiling thirty
Zarovich. To the north, behind the coffin, are three alcoves. A beautifully carved statue stands in each alcove—a stunning young man flanked by two angels—looking as polished and new as the day each was
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Finder’s Goggles Wondrous item, uncommon (requires attunement by a creature with the Mark of Finding) The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
of iron with carved bone handles. Secret doors are made of stone and blend into the surrounding walls (DC 15 to notice). Secret doors are unlocked and swing open on hidden iron hinges. Rubble Rubble
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Bubble Pipe Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Inquisitive’s Goggles Wondrous item, uncommon (requires attunement) The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
base of the mountain, where waterfall erosion has carved out a natural concavity. The roaring waterfall creates a cloud of mist as it plunges into a shallow pool of water, within which rise two small
this place.
Gnomengarde has five cave entrances perched atop ledges with sheer, rocky slopes. Climbing to a cave requires a successful DC 13 Strength (Athletics) check. A narrow footpath ascends the northeast slope, making it an easy climb to that cave entrance without a check.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Orc Stone I saved the life of an orc, who gave me a stone with the symbol of the Many-Arrows tribe (a humanoid skull pierced by three arrows) carved into it. The stone is an uncommon magic item that
requires attunement, and only I can attune to it. As an action, I can use the stone to summon the spirit of an orc warrior, which appears within 30 feet of me. The spirit uses the orc war chief stat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
leading down to area A21 and area A23 can be accessed by the adventurers. Scaling the mountain requires a successful DC 10 Strength (Athletics) check, as there are plenty of handholds and footholds
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
come before her. The Uthgardt are likewise forbidden to enter, as are the characters. The fossilized remains of three long-dead thanes stand in alcoves carved into the west wall, their eyes fixed on a
time, waking only on nights of the new moon. Other thanes who earlier allowed themselves to be corrupted by the Steinfang were held in check by King Hekaton, but with him out of the way, Kayalithica is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Belashyrra’s Beholder Crown Wondrous item, legendary (requires attunement) This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
boulder out of the way requires a successful DC 11 Strength (Athletics) check. The sound of the rolling boulder is loud enough to be heard by the creatures in area 9. The cave has an 8-foot-high
bloodstained leather case containing a complete set of thieves’ tools (worth 25 gp) A holy symbol of Silvanus carved from wood and inlaid with gold (worth 25 gp) One magic item, determined randomly by rolling on Magic Item Table A in chapter 7 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
V2. Mausoleum Locked stone double doors stand at opposite ends of this structure. Each double door requires a successful DC 15 Dexterity check to open using thieves’ tools. A knock spell or similar
, twenty-foot-wide, pillared hall brightly lit by torches in wall sconces. The carved floral motifs on the pillars have faded, and the walls are covered with cracked and crumbling paintings of farm life
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Scaling a wall without magic or climbing gear requires a successful DC 20 Strength (Athletics) check. Towers Tower walls are 15 feet thick, made of carved basalt, and studded with arrow slits. The towers
time on a turn or starts its turn there takes 55 (10d10) fire damage. Outer Walls The hold’s 20-foot-thick curtain walls are faced with blocks of carved basalt and filled with a rubble core. The walls
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
middle of this frost-glazed room stands a nine-foot-tall table of carved stone surrounded by three giant-sized chairs, also carved from stone. A fat iron cauldron etched with runes rests upon the table
, and topaz. Their collection is secured by a magical globe of force inside an iron chest, which is six feet long, four feet tall and wide, and weighs 500 pounds. Lifting the heavy iron lid requires an
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
General Features With its caverns carved out of the glacial depths of the iceberg, every surface in Oyaviggaton is made of ice. Ceilings and Walls. Most passages in the ice caves are at least 15 feet
wide, and ceilings are 20 feet high unless noted otherwise. The walls are intricately carved with draconic imagery, pillars, cornices, filigrees, buttresses, leering dragon faces, and other
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
middle of this frost-glazed room stands a nine-foot-tall table of carved stone surrounded by three giant-sized chairs, also carved from stone. A fat iron cauldron etched with runes rests upon the table
requires an action and a DC 12 Strength check, and destroying the globe of force requires an antimagic field or a successful casting of dispel magic (DC 16). The 32 gems are worth 500 gp each, or a total
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Suspended from the ceiling of this chamber by a series of ropes and pulleys are six baskets. Clustered near the south wall are three wooden casks carved with Good Mead’s heraldic symbol: a drinking
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Ezzat’s Phylactery Lich Cave. This room is carved to look like a natural cave with a 20-foot-high, domed roof. Hundreds of pebble-sized crystals (fragments of the Runestone) line the walls
).
Ezzat recently summoned the marilith to guard his phylactery. A geas spell cast on it by the lich requires the demon to protect the phylactery against theft or destruction. The marilith takes out its
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of an otherwise empty alcove, and carved into the top of the disk is a serpentine symbol.
The room contains four pits, each one a bell-shaped chamber 10 feet deep and 10 feet in diameter. The pits
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that
squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
Sunlight Hypersensitivity