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                        Returning 35 results for 'carved waking rest'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point
                                                
                                            
                                                
                                                     saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     of each of its turns.
Chomp. The beholder makes two Bite attacks.
Glare. The beholder uses Eye Rays.Beholder Lairs
Beholders lurk in cavern complexes theyâve carved using their eye rays deep
                                                
                                            
                                                
                                                     within 1 mile of the lair feel as if theyâre being watched. Any creature (excluding the beholder and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 13
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Boon of Immortality. Skabatha is immune to any effect that would age her, and she canât die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
                                                
                                            
                                                
                                                     creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you
                                                
                                            
                                                
                                                     different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.
A creature can benefit from only one ring of amityâs bond at a time. The
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
                                                
                                            
                                                
                                                     billowing clouds of fog lurk vampiric mists, the wretched remnants of vampire;vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     of metallic dragons, in a cliff overlooking the sea. The shrineâs face is carved in Lhammaruntoszâs likeness and includes quarters for the rest of the Scaly Eye and a magic statue of
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
                                                
                                            
                                                
                                                     slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
Master of Enchantment. When you cast an enchantment spell of 1st
                                                
                                            
                                        
                                                    Dream
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep
                                                
                                            
                                                
                                                     target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
                                                
                                            
                                        
                                                    Kobold
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
                                                
                                            
                                                
                                                     the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
                                                
                                            
                                                
                                                     the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragonâs hoard is hidden away in a more remote
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Whereâs Skabatha? All of Loomlurchâs denizens are aware of Granny Nightshadeâs daily routine, which is as follows: After waking from a long rest, she putters about in her garden (area L5) for 1d3
                                                
                                            
                                                
                                                    ), the textile mill (area L12), and the workshop (area L4). After the inspection, Granny Nightshade moves to her bedroom (area L16), miniaturizes herself, and takes a long rest inside the dollhouse
                                                
                                            
                                        
                                                    Adult Deep Dragon
                                                    
    
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                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
                                                
                                            
                                                
                                                     allies and servitors. Like the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragonâs hoard is hidden
                                                
                                            
                                        
                                                     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->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     statistics they do in waking life. If a creature dies in the dream, it takes 3d6 psychic damage, returns to the waking world, and does not receive any benefit from the rest that just ended. The Nightingale
                                                
                                            
                                                
                                                     finishing a long rest in IâCath if they spend any part of that rest in Tsien Chiangâs dream. Characters with no levels of exhaustion wake from the dream after 6 hours. Characters with 1 or more levels of
                                                
                                            
                                        
                                                     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 spellâs level Ă 10 percent
                                                
                                            
                                                
                                                    . If intruders flee, the mummies pursue. If the mummies awaken, so too does Gorka Tharn. 6c. Mummy Lordâs Crypt Niches. Niches carved into the walls of this damp 20-foot-high cavern contain hundreds of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    , creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
                                                
                                            
                                                
                                                     to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
                                                
                                            
                                                
                                                     to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the âStory Overview.â Relate these specifics to the
                                                
                                            
                                                
                                                     haunts occur throughout the house at this time. Waking the House The house reveals its full haunting at a dramatic moment. The adventure notes events that wake the house, many surrounding the events of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Pandemonium The rest of this chapter and the following two chapters take place on the plane of Pandemonium. Pandemonium is an infinite plane of overwhelming chaos, a great mass of rock riddled with
                                                
                                            
                                                
                                                     tunnels and vast caverns carved by howling winds. It is cold, noisy, and mostly dark. Wind quickly extinguishes nonmagical open flames, such as torches and campfires. Spoken conversation is possible only by yelling, and then only to a maximum distance of 10 feet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
                                                
                                            
                                                
                                                     any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the targetâs body, the target makes its saving throw with disadvantage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     carved into the walls are stacked three high. Each of these open tombs contains the dust-covered bones of a long-dead dwarf.
 The dwarves laid to rest here were all worshipers of Dumathoin
                                                
                                            
                                                
                                                     the following features: Carvings. The smooth-carved walls bear engraved imagery of mountains marbled with veins of glittering minerals, and the marble floor is caked in dust.
 Tombs. Shelf-like niches
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
                                                
                                            
                                                
                                                     any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the targetâs body, the target makes its saving throw with disadvantage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Four by Four  Difficulty: Medium This puzzle is easily situated in a dungeon, a dusty mausoleum, or an abandoned shrine. You enter a dimly lit chamber. Nine dwarf skulls rest near a four-foot-square
                                                
                                            
                                                
                                                     set of tiles in the floor, and carved into a nearby stone altar is the following inscription:
 
 Brave warriors met their demise foretold.
  Their secret kept shall yet unfold.
 If crowns placed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    W19. Sleeping Quarters Two pairs of bunk beds occupy this room. Against the west wall rest four identical footlockers. Davian, Adrian, and Elvir sleep in the westernmost room. Claudiu and his two
                                                
                                            
                                                
                                                     has painted orange flames where its mane, tail, and hooves should be. Carved into the wooden nightmare is the name âBeucephalusâ and, in smaller lettering, the slogan âIs No Fun, Is No Blinsky!â The footlockers contain clothing and personal belongings, but nothing of value.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    14. Stonecarversâ 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->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Monastery A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a monastery make it their home for the rest of their lives, with the exception of adventurers
                                                
                                            
                                                
                                                     monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way? Monasteries  d6 Monastery   1 Your monastery is carved out of a mountainside, where
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    4. Tresendar Crypts The elders of the long-gone Tresendar family were once laid to rest in this mausoleum. Three large stone sarcophagi stand within this dusty crypt, and propped up against each
                                                
                                            
                                                
                                                     sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Ancient Seal This curse protects the resting place of a long-dead ruler and punishes any who disturb the rulerâs remains or plunder the treasures. Pronouncement. Carved into the stone of the crypt
                                                
                                            
                                                
                                                     door are the words âRelentless death follows those who disturb the sovereignâs rest.â Burden. Each character that gains the curse is hunted by a wraith that appears at sunset and vanishes at dawn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     their level unless otherwise noted. Light. Areas X2, area X3, area X4, and area X21 are brightly lit by torches imbued with continual flame spells. The rest of the tomb is dark. Members of the Onyx Scar
                                                
                                            
                                                
                                                     use oil lamps to light their surroundings. Area descriptions assume the characters have a light source or other means of seeing in the dark. Walls and Floors. The tomb is carved from limestone. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    12. Dwarven Tools These hallways are lined with crumbling stone tables and shelves upon which rest sturdy dwarven anvils, whetstones, tongs, hammers, chisels, and other tools. Arch Gate to Level 5
                                                
                                            
                                                
                                                     Embedded in the wall at the end of the westward hallway is an arch gate (see âGatesâ). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     carved in Lhammaruntoszâs likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity. In recent decades
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    5. Fountain of Madness This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a
                                                
                                            
                                                
                                                     pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestalâs top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Heart of the Mountain The Melairkyn dwarves carved this 20-foot-high room out of the rock at the point they believed was the heart of their subterranean realm. The features of this room are as
                                                
                                            
                                                
                                                     that it begins to crumble if any attempt is made to handle or move it.
 Mirror. A tall oval mirror is mounted on the east wall. Carved into its stone frame are dozens of lidless eyes and the following
                                                
                                            
                                        
                                                     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 Meadâs 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->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Waking Nightmares As the work of preparing Kollema Hall winds down, six students complain about headaches and go to the infirmary. All these students are feeling the effects of the curse caused by
                                                
                                            
                                                
                                                    , Professor DeSantos is concerned by the sudden influx of patients but canât find anything wrong with them. She insists they rest in the sickroom until they feel better. Ten minutes later, these six
                                                
                                            
                                        






