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Returning 35 results for 'cliff warded remains'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
succeed on a DC 18 Intelligence (Investigation) check to discern that the statue isn’t an object.
Ghostly Inhabitant. The eidolon that enters the statue remains inside it until the statue
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless its lifeless remains are splashed with Holy Water (flask);holy water or
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Spells
Elemental Evil Player's Companion
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s
it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends
Monsters
Fizban's Treasury of Dragons
-foot drop and on the left by a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands
giant squid in the region returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains
Monsters
Fizban's Treasury of Dragons
a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands jut from the water below the
returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains, but new ones form at a
Demilich
Legacy
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Monsters
Monster Manual (2014)
its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving
turns, ending the curse on a success.A Demilich’s Lair
A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the
Imprisonment
Legacy
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Spells
Basic Rules (2014)
version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Hurricane Tower Titus Lunter Hurricane Tower
The 200-foot-tall Hurricane Tower juts from the top of the cliff above the citadel like a broken finger, threatening to fall over the edge of the
400-foot-tall cliff. Thick spider webs woven throughout the base of the tower keep it anchored to the cliff. Hurricane Tower is made of stone, but it is an unsteady structure; it’s also the only
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Hurricane Tower Titus Lunter Hurricane Tower
The 200-foot-tall Hurricane Tower juts from the top of the cliff above the citadel like a broken finger, threatening to fall over the edge of the
400-foot-tall cliff. Thick spider webs woven throughout the base of the tower keep it anchored to the cliff. Hurricane Tower is made of stone, but it is an unsteady structure; it’s also the only
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
entrance is level with the ground. A dim green glow radiates from all of the entrances.
Ten pikes set with skulls and rotting heads stand in a line before the cliff.
Wood woads (see appendix A), plant
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
entrance is level with the ground. A dim green glow radiates from all of the entrances.
Ten pikes set with skulls and rotting heads stand in a line before the cliff.
Wood woads (see appendix A), plant
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
“Tracking Kas” section for how these demons might help the characters locate Kas. Doorway The doorway to Sigil remains open through the end of this adventure. The characters can come and go as they wish
. On the Pandesmos side, the doorway is invisible in the cliff. Elevation The characters emerge on a shelf of a massive cliff. This shelf is 150 feet above ground level. The shelf drops 50 feet to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
“Tracking Kas” section for how these demons might help the characters locate Kas. Doorway The doorway to Sigil remains open through the end of this adventure. The characters can come and go as they wish
. On the Pandesmos side, the doorway is invisible in the cliff. Elevation The characters emerge on a shelf of a massive cliff. This shelf is 150 feet above ground level. The shelf drops 50 feet to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
C1. Cliff Edge Floating hundreds of feet in the air at the center of the valley is a large island of rock. Enormous chimney-engines extend from the bottom of this island, burning with fitful, deep
-red fires that appear to keep the island aloft. A series of odd structures rise from the rock, appearing almost like metallic crystals.
Farther down the cliff-side ledge is a flat metal dock, on which
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
C1. Cliff Edge Floating hundreds of feet in the air at the center of the valley is a large island of rock. Enormous chimney-engines extend from the bottom of this island, burning with fitful, deep
-red fires that appear to keep the island aloft. A series of odd structures rise from the rock, appearing almost like metallic crystals.
Farther down the cliff-side ledge is a flat metal dock, on which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arrival at Haruun Haruun was a series of natural caves set into a cliff face that comprised one wall in a twisting maze of canyons. Those who fled the destruction of Azumar thousands of years ago
centuries, all the caverns except one have been reduced to rubble as the area fell under the sway of a purple worm. Only a small section of the old cavern complex now remains—the Hall of Rainbows. When the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arrival at Haruun Haruun was a series of natural caves set into a cliff face that comprised one wall in a twisting maze of canyons. Those who fled the destruction of Azumar thousands of years ago
centuries, all the caverns except one have been reduced to rubble as the area fell under the sway of a purple worm. Only a small section of the old cavern complex now remains—the Hall of Rainbows. When the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cliffside Cliffside encompasses the docks and waterfront of Sharn, running along the edge of the Dagger River and up the cliff above it. Massive lifts levitate goods up to the skydocks in the
hours and wages on. Even though the Sharn Watch has a token presence here, Cliffside remains one of the most crime-ridden districts in the city. This situation is exacerbated by the presence of sahuagin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cliffside Cliffside encompasses the docks and waterfront of Sharn, running along the edge of the Dagger River and up the cliff above it. Massive lifts levitate goods up to the skydocks in the
hours and wages on. Even though the Sharn Watch has a token presence here, Cliffside remains one of the most crime-ridden districts in the city. This situation is exacerbated by the presence of sahuagin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The City of the Dead Look to the cliffs to the north of Sharn, and you’ll see a collection of crypts embedded into the cliff face. This is the City of the Dead, the final resting place of the
wealthiest citizens of Sharn. Common folk are cremated after death, but members of the Sixty Families and others with sufficient wealth have their remains interred in the tombs and tunnels of this necropolis
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The City of the Dead Look to the cliffs to the north of Sharn, and you’ll see a collection of crypts embedded into the cliff face. This is the City of the Dead, the final resting place of the
wealthiest citizens of Sharn. Common folk are cremated after death, but members of the Sixty Families and others with sufficient wealth have their remains interred in the tombs and tunnels of this necropolis
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
40. Curse of the Golden Skull A golden skull rests on a pedestal in the middle of this small, dusty room.
This cursed human skull plated in gold is the remains of a fool named Yaka — an entertainer
pretends to know all. Acererak has warded the skull with powerful magic, rendering it impervious to damage and spells. Its curse is too powerful to be broken with any spell other than wish, which can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
40. Curse of the Golden Skull A golden skull rests on a pedestal in the middle of this small, dusty room.
This cursed human skull plated in gold is the remains of a fool named Yaka — an entertainer
pretends to know all. Acererak has warded the skull with powerful magic, rendering it impervious to damage and spells. Its curse is too powerful to be broken with any spell other than wish, which can
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arekanz’s Donjon Locations In this unreality, before Vecna slew his rival deities and fed their remains to Arekanz, the archlich turned each rival to stone. From where creatures first appear in
Arekanz’s demiplanar donjon, the shattered remains of these deities stand between the party and the unreality’s manifested secret to the east. The following locations are keyed to map 11.4. Dyson Logos
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arekanz’s Donjon Locations In this unreality, before Vecna slew his rival deities and fed their remains to Arekanz, the archlich turned each rival to stone. From where creatures first appear in
Arekanz’s demiplanar donjon, the shattered remains of these deities stand between the party and the unreality’s manifested secret to the east. The following locations are keyed to map 11.4. Dyson Logos
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a
, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
moldering remains of a human wearing a Flaming Fist-style helmet, his legs broken. (He succumbed to a faerie dragon’s euphoria breath weapon and stepped off a cliff. A companion tried to carry him back to
to determine what they find. Then roll once on the Treasure Drops table to see what, if anything, can be found on or near the remains. Dead Explorers d20 Remains 1 The bloated corpse of a dead
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
moldering remains of a human wearing a Flaming Fist-style helmet, his legs broken. (He succumbed to a faerie dragon’s euphoria breath weapon and stepped off a cliff. A companion tried to carry him back to
to determine what they find. Then roll once on the Treasure Drops table to see what, if anything, can be found on or near the remains. Dead Explorers d20 Remains 1 The bloated corpse of a dead
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dress with a veiled hat stares at you from where it sways in a wooden rocking chair.
The skeleton is all that remains of Theodora Halvhrest. It is not undead, but a blessing laid upon this room causes
the children. Ezra’s Blessing. Thanks to the fervent prayers of Theodora Halvhrest, the god Ezra warded this room with a hallow spell that affects only this room and prevents all Undead (besides Regan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
killed her husband, Arthagast Ulbrinter, and destroyed his remains. A sun elf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf