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                        Returning 35 results for 'chains foot'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Amphibious. The dragon turtle can breathe air and water.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.
Chains. Magic infuses the chains, which are long
                                                
                                            
                                                
                                                     damage.
Steam Breath (Recharge 5â6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Steam Breath"}. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    "}. The dragon tortoise exhales abrasive sand in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6);{"diceNotation":"15d6","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Sand Breath","rollDamageType":"slashing"} slashing damage on a failed save, or half as much damage on a successful one.Ogruhl has been trapped here for millennia, restrained by magic chains
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each
                                                
                                            
                                                
                                                     wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory.
The Weight of Corruption. When a radiant
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
                                                
                                            
                                                
                                                     quickly rise to positions of leadership.
These hill giants drape themselves in rocks attached to chains or ropes, then use their magic to knock down and pummel their foes with these stones. This magic
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (losing initiative ties), Halaster takes a lair action to cause one of the following effects:
Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30
                                                
                                            
                                                
                                                     ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     chains attach to a 5-foot-square wooden platform that normally rests on the fourth floor. If it appears that a creature wants to use the elevator, the golems lower the platform, then raise it to
                                                
                                            
                                                
                                                    V4. Tower, First Floor The flagstone floor is strewn with debris, and a few old crates stand near the east wall. A torn curtain to the south partially obscures the tower vestibule.
 A five-foot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the towerâs defense, as the
                                                
                                            
                                                
                                                    Watchtower Features A typical watchtower is a squat, 30-foot-tall, open-topped structure made of black basalt. Its other features are summarized below. Garrison. Unless it has been abandoned, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    23. Decrepit Dining Hall Two rusty iron chandeliers hang like giant spiders from the 20-foot-high ceiling, their chains attached to winches mounted to the east wall. Beneath the chandeliers stretches
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     impossible without the aid of magic or the use of a climberâs kit, because the walls are smooth and slick with mildew, and the greasy iron chains are too thick and slippery to grasp. Set into the roof of the shaft is a 5-foot-square stone trapdoor that can be pushed open to reveal area K47.
                                                
                                            
                                                
                                                    K31a. Elevator Shaft Cold air fills this rectangular shaft, the walls of which are coated with mildew and worn smooth. Taut iron chains extend up and down the shaft. The links of the chains are thick
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
                                                
                                            
                                                
                                                     spells cast on them. The illuminated spheres keep the room brightly lit. The towerâs second floor can be seen through a 20-foot-wide hole in the soaring ceiling.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     floor and ceiling, with a rusty chain near each corner. The chains are part of the towerâs elevator mechanism (see area V4). The 5-foot-square sections of floor that surround the central shaft are weak
                                                
                                            
                                                
                                                    V5. Tower, Second Floor Dust and cobwebs fill this otherwise empty room, the wooden floor of which is badly rotted and partially collapsed. In the middle of the room is a 5-foot-square hole in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     boxed text to the players: Spiky chains lash a fifteen-foot-diameter, floating blob of quivering flesh to a 20-foot-tall wrought-iron scaffold. Two fiends wrapped in chains stand atop the scaffold
                                                
                                            
                                                
                                                    , torturing the bloated creatureâs flesh by tightening its chains. Demon ichor oozes from its wounds, forming a shallow pool around the scaffolding.
 A third, jackal-headed fiend uses a bronze horn to yell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     has begun to fall away in places. In the middle of the room is a 5-foot-square hole in the floor and ceiling, with a rusty chain near each corner. The chains are part of the towerâs elevator mechanism
                                                
                                            
                                                
                                                     (see area V4). The 5-foot-square sections of floor that surround the central shaft are weak. Each 5-foot section can support 50 pounds; any more weight causes the section to collapse, and any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
 The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
                                                
                                            
                                                
                                                    13. Grand Vestibule Blood. Blood leaks down the walls and across the decor of this once grand hall.
 Pillars. Four stone pillars buttress the 30-foot-high vaulted ceiling. The middle third of each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     treasure chest dangles from rusty chains embedded in the ceiling.
 The chest is 6 feet long, 3 feet wide, 3 feet high, and suspended 1 foot above the surface of the 5-foot-deep pool. A keyhole shaped
                                                
                                            
                                                
                                                    , the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
                                                
                                            
                                                
                                                    6. Special Effects These areas contain some of the Mad Mageâs harmless regional effects (see âHalasterâs Lairâ). The earthen floor throughout is covered by a 2-foot-thick layer of fog. 6a. âHelp Me
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     can destroy the chains binding Elturel, but you must be present to bear witness to my majesty. Now go. I will know when you are there.â
 When the characters next set foot in Elturel, Tiamat bursts
                                                
                                            
                                                
                                                    Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     chanting mysteriously stops. The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a
                                                
                                            
                                                
                                                     to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the River Styx are drawn up into it.
 The Stygian dock is a 100-foot-high service platform protruding from the rocky cliffs of the River Styx. The clamps, chains, and bars fixed to the upper arms of
                                                
                                            
                                                
                                                     over it. Hefty clamps, chains, and bars are fixed to the docking arms to lash large vessels between them.
 If the players arrive here after meeting Bel, Zarielâs flying fortress is present (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    S12. Courtyard The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand several guards with their backs to
                                                
                                            
                                                
                                                    , while the left side appears human. He has a frogâs foot in place of his left hand and a taloned crowâs foot where his right foot should be. He has the Spider Climb feature (see the mongrelfolk stat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    10. Dwarvesâ Den Tankard. A large iron tankard sculpture has torn loose from the 30-foot-high ceiling and fallen onto a stone table in the middle of the room, cracking it in half. Toppled stools
                                                
                                            
                                                
                                                     surround the broken table.
 Statues. Two 4-foot-tall statues of dwarves stand atop 2-foot-high blocks of stone at opposite ends of the room. The head of the southern statue has broken off and lies on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     30 Strength (Athletics) check. 30b. Hidden Hallway This dusty, 20-foot-high corridor is hidden behind two large secret doors. Rusty chains and manacles hang on the walls at 10-foot intervals.
                                                
                                            
                                                
                                                    30. Path to the Tomb Keresta uses this hallway to reach her tomb. 30a. Secret Door A bas-relief mural covers the southwest wall of this 20-foot-high room. The mural depicts Shar in the form of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K31. Trapworks The aromas of grease and well-oiled wood hit your nostrils as you pull open the door. This ten-by-twenty-foot room is filled with intricate machinery, except for small spaces between
                                                
                                            
                                                
                                                     the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     bolted into the wall about three feet above the floor. Ten oiled chains are secured to the bars, leading up to a hole bored in the ceiling. Another solid stone door is in the middle of the east wall
                                                
                                            
                                                
                                                    .
 An eight-foot-tall rectangular stone stands upright in the roomâs center. The stone has an inscription on it thatâs hard to read from a distance. At the foot of the standing stone, a small human is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Beholder Statue Hanging from the 30-foot-high, domed ceiling by three iron chains is a 6-foot-diameter carved stone beholder. Netherskull carved the statue using its carefully manipulated
                                                
                                            
                                                
                                                     Disintegration Ray, but the rough sculpture is clearly the work of a talentless amateur. Each chain has AC 19, 25 hit points, and immunity to poison and psychic damage. Breaking all three chains causes the statue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    29. Old Books Light. Lanterns anchored to the 15-foot-high ceiling by iron chains are spaced 20 feet apart and have continual flame spells cast on them.
 Bookshelves. Carved into the walls are five
                                                
                                            
                                                
                                                    -tiered bookshelves packed with old leather-bound tomes.
 Illusory Frescoes. At the north end of the east wall is a 20-foot wide, 8-foot-tall painted fresco. A similar fresco adorns the middle of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
                                                
                                            
                                                
                                                     west balcony fifteen feet higher than the east one. Two thick chains rattle in the gulf between the balconies â one ascending two hundred feet before disappearing into a cloudy vortex lit by arcs of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
                                                
                                            
                                                
                                                     enormous chains of infernal iron that hold Elturel are the only physical connection between the city and the ground. Each chain link is 30 feet long and 20 feet wide, and is formed of a welded loop of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     dragon turtle stat block with the following changes: It speaks Draconic and Terran. It lacks a swimming speed and the Amphibious trait. Its breath weapon is a 60-foot cone of abrasive sand instead of
                                                
                                            
                                                
                                                     steam that deals slashing damage instead of fire damage. Ogruhl has been trapped here for millennia, restrained by magic chains. Ogruhl was the prisoner of a cruel Netherese wizard. When the city around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     continues down the passage.
 Ten iron cages are suspended from chains over the hallway, and the âpanelsâ are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
                                                
                                            
                                                
                                                     chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects: Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes
                                                
                                            
                                                
                                                    , 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     in the sky like a second sun and emitted sunlight so bright that the orb itself couldnât be seen. Now, lightning plays across the surface of the dull sphere, which is surrounded by a 400-foot-diameter
                                                
                                            
                                                
                                                    , 10-foot-thick shell of impenetrable, magical darkness. A creature with darkvision canât see through this darkness, and nonmagical light canât illuminate it. If this darkness overlaps with an area of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     approach Svardborg by water can tether their vessels to the 10-foot-high wooden docks south of the Drydock Lodge (area 3). Or they can avoid the docks and scale one of Svardborgâs 50-foot-tall icy cliffs
                                                
                                            
                                                
                                                     by the creatures on the greatships (areas 7 and area 9). The gate is up, but the characters can maneuver their rowboats through the gaps between its thick chains. By Air Characters who approach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K76. Torture Chamber Dark, low shapes thrust up out of the still, brackish water that fills this fifty-foot-square room, the ceiling of which is festooned with hanging chains that look like thick
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     ceilings; rooms on the lower floor have flat, 10-foot ceilings. Doors Most doors are made of wood with iron handles and hinges. Lighting Hooded Lanterns hanging from the ceiling by iron chains cast
                                                
                                            
                                                
                                                     limits visibility to 20 feet. The tidesâ effect on water depth is negligible. Ceilings All corridors in the monastery are 10 feet high with arched ceilings. Rooms on the upper floor have 15-foot vaulted
                                                
                                            
                                        






