Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 18 results for 'clashing feet'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        casting feet
                                    
                                
                                    
                                        clothing feet
                                    
                                
                                    
                                        crushing feet
                                    
                                
                                    
                                        closing feet
                                    
                                
                                    
                                        claiming feet
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or
                                                
                                            
                                                
                                                     scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you
                                                
                                            
                                        
                                                    Infernal Tack
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
                                                
                                            
                                                
                                                     nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it
                                                
                                            
                                        
                                                    Halfling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
                                                
                                            
                                                
                                                     that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Battle of High Hill The unexpected sound of metal clashing on armor rings across the field, silencing laughter and melodramatic boasts. A ribbon of red splashes over the grassy hill, followed by
                                                
                                            
                                                
                                                    -turning conflicts.
 At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Illithinoch Features The features described below are common throughout Illithinoch. Ceilings Ceilings throughout Illithinoch are 14 feet high. Doors Illithinochâs heavy stone doors lack handles or
                                                
                                            
                                                
                                                     clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     feet gouging the dirt. They wave torches and fierce blades above their reptilian heads.
 Five baaz draconians (see appendix B) charge toward the wharf, intent on setting buildings ablaze and murdering
                                                
                                            
                                                
                                                     the spirits of Lord Vogler and his knightsâis up to you. Vogler Militia The sound of clashing metal draws your attention. Two of Voglerâs remaining militia members struggle to hold their own against
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . An unusually large xorn, 10 feet tall and 10 feet wide, sleeps soundly in the middle of the room. While asleep, the creature remains standing, its mouth and eyes closed, its arms hanging limply with
                                                
                                            
                                                
                                                     knuckles scraping the floor.
 Stone Cubes. Twenty cubes of solid granite measuring 8 feet on a side are arranged about the chamber. One cube near the west wall, marked with an X on map 3, is fake
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     restore it to life. Constructs and devils are immune to this effect.
 Infernal Command. Each ally of the narzugon within 60 feet of it canât be charmed or frightened until the end of the narzugonâs next
                                                
                                            
                                                
                                                     turn.
 Terrifying Command. Each creature that isnât a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare
                                                
                                            
                                                
                                                     appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     250 pounds, stands 6œ feet tall, and radiates an aura of conjuration magic to a detect magic spell or similar effect. A wardrobe is a Medium object with AC 11, 30 hit points, and immunity to poison and
                                                
                                            
                                                
                                                     psychic damage. Acheron Wardrobe The scene on this door depicts an army of orcs clashing with an army of hobgoblins. When the door is opened, read: Dust and smoke billow from the wardrobe, and the air
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , Valtagarâs wife. The area is filled with the sounds of hammers and picks striking stone. The ceiling is roughly 10 feet high throughout. 18a. Old Scaffolding A mine track passes through this cave
                                                
                                            
                                                
                                                     tunnels, the sound of clashing steel is unlikely to be noticed by the duergar in areas 18c and 18d. Magical explosions or other unusual sounds do draw their attention, though. 18c. A Miner Disturbance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     characters have been having: You stand at the center of a forest clearing. Clashing steel echoes from the thicket beyond. As you look around, you realize piles of bodies cover the ground. One of the
                                                
                                            
                                                
                                                     with them is in sight. A character who examines the surroundings finds a trail of food, cloth, and discarded trinkets that leads into the brush. A few hundred feet away, the characters find their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     thick fog clings to the floor, which is covered in putrid waste. The black ceiling is moving. The catacombs fill an area roughly 110 feet east to west by 180 feet north to south, and the floor is covered
                                                
                                            
                                                
                                                     stone âdoorââactually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall, and 3 inches thick. Removing or resetting a stone slab requires an action and a successful DC 15 Strength check. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     immediately. Treasure. On a shelf 9 feet above the floor are a beaten silver comb set with four gems (worth 100 gp), a copper mirror (20 gp), and a large gold hairpin set with a pearl (total value
                                                
                                            
                                                
                                                     the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     the northernmost rampart of the Frost Hills and the Spine of the World lies a high, cold pass that links the Lurkwood to the Surbrin River. Tribes of Uthgardt hunt the Fell Pass, occasionally clashing
                                                
                                            
                                                
                                                     perpetually shrouded in fog. Its rings, cairns, and altar mound are created from piles of heaped rock, barren of plant growth. The altar is a rectangular slab of stone 10 feet long, 6 feet wide, and 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     within 30 feet of each other to communicate telepathically for 1 hour. Make It Snappy. This rolling seafood cart sports a bottomless tank linked to an aquatic demiplane. Buyers who fish their own catch
                                                
                                            
                                                
                                                    . Save for a few stragglers, the portal and its invaders are long gone, but their devastation remains. Scavengers scour the ashen wasteland for infernal supply caches, clashing with enforcers on the
                                                
                                            
                                        





