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Returning 35 results for 'climbing wave return'.
Other Suggestions:
climbing were reborn
climbing were return
climbing wall return
climbing ways reborn
climbing ways retain
Monsters
Monster Manual
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
Magic Items
Dungeon Master’s Guide
energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
’s commands and is destroyed on the next initiative count 20.
Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Monsters
Mythic Odysseys of Theros
, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability
half as much damage on a successful one.
2
Tidal Wave Breath (Recharge 5–6). The chimera has an aquatic creature’s head that exhales a torrent of acidic water in a 60-foot line that
Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
Blackrazor
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process
along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion Once the characters recover the ritual from Elakdras’s corpse, they can return to Grahlista and attempt to break the oppressive heat wave. The frost giant’s ritual requires at least four
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Conclusion Once the characters recover the ritual from Elakdras’s corpse, they can return to Grahlista and attempt to break the oppressive heat wave. The frost giant’s ritual requires at least four
participate. Soon after the ritual’s completion, a welcome rain begins falling, and the heat wave breaks. The locals are overjoyed and host a celebration for the characters. Within a few days, the region’s weather returns to normal, thanks to the characters’ daring.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 5: Paths of Peril When the characters return to Phandalin after their adventures in Wave Echo Cave, they find the town in upheaval. Thievery, vandalism, and violence plague Phandalin—all
, where a goblin leader who calls himself Ruxithid the Chosen receives orders from powerful overlords. John Grello When the heroes return to Phandalin, a different
group of goblins is terrorizing the townspeople
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 5: Paths of Peril When the characters return to Phandalin after their adventures in Wave Echo Cave, they find the town in upheaval. Thievery, vandalism, and violence plague Phandalin—all
, where a goblin leader who calls himself Ruxithid the Chosen receives orders from powerful overlords. John Grello When the heroes return to Phandalin, a different
group of goblins is terrorizing the townspeople
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
choked with cobwebs. A rushing wind causes the webs to stir. Climbing the shaft is impossible without the aid of magic or the use of a climber’s kit, since there are few handholds. The bats in the
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
reward. The two won’t say what or push the matter, but if the characters agree, hold up their end of the bargain, and return after three months, the pair give the party a Frost Brand with Shivering
Death’s visage sculpted into the pommel. The magic weapon is a type of weapon used by a party member of your choice. Foreshadowed Flames
The origins of the heat wave in this adventure remain purposely
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
reward. The two won’t say what or push the matter, but if the characters agree, hold up their end of the bargain, and return after three months, the pair give the party a Frost Brand with Shivering
Death’s visage sculpted into the pommel. The magic weapon is a type of weapon used by a party member of your choice. Foreshadowed Flames
The origins of the heat wave in this adventure remain purposely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rock crushing power of ice and glaciers. Crushing Wave cultists see all living creatures as nothing more than trapped water that could one day be free to return to the seas or skies in a new form. The
seas and deep waters are eager to reclaim the parts of themselves currently held in the blood and bodies of living creatures, and it is the duty of Crushing Wave initiates to return nonbelievers to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rock crushing power of ice and glaciers. Crushing Wave cultists see all living creatures as nothing more than trapped water that could one day be free to return to the seas or skies in a new form. The
seas and deep waters are eager to reclaim the parts of themselves currently held in the blood and bodies of living creatures, and it is the duty of Crushing Wave initiates to return nonbelievers to
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
from the first wave of the attack, magical fog surrounds the fortress. This fog begins at the edge of the map and extends several hundred feet beyond the map’s edge. The area within the fog is Heavily
needed. A character can take a Utilize action to lower or raise a rope ladder. Walls. The fortress walls have few handholds, so climbing them requires a successful DC 10 Strength (Athletics) check. Siege
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
from the first wave of the attack, magical fog surrounds the fortress. This fog begins at the edge of the map and extends several hundred feet beyond the map’s edge. The area within the fog is Heavily
needed. A character can take a Utilize action to lower or raise a rope ladder. Walls. The fortress walls have few handholds, so climbing them requires a successful DC 10 Strength (Athletics) check. Siege
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Spy’s Letter The characters have a problem in Red Larch: Justran Daehl, the cellarer (ale buyer) of the Helm at Highsun, is a spy for the Cult of the Crushing Wave. He’s been reporting on the
party’s comings and goings since they arrived in the region. Justran doesn’t sign his letters, but if the characters find one of his reports in Rivergard or in the Temple of the Crushing Wave, they might
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Spy’s Letter The characters have a problem in Red Larch: Justran Daehl, the cellarer (ale buyer) of the Helm at Highsun, is a spy for the Cult of the Crushing Wave. He’s been reporting on the
party’s comings and goings since they arrived in the region. Justran doesn’t sign his letters, but if the characters find one of his reports in Rivergard or in the Temple of the Crushing Wave, they might
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
close to the temporary lair of a band of bullywugs. Bullywug scouts patrol the area and, unless spotted, return to the larger group after identifying the adventurers to organize an ambush. Bullywug
is assaulted by three waves of bullywugs: Wave 1. Six bullywugs attempt to surprise the characters, leaping from the muddy water to attack. Wave 2. Arrp (bullywug croaker; see appendix C) and two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
close to the temporary lair of a band of bullywugs. Bullywug scouts patrol the area and, unless spotted, return to the larger group after identifying the adventurers to organize an ambush. Bullywug
is assaulted by three waves of bullywugs: Wave 1. Six bullywugs attempt to surprise the characters, leaping from the muddy water to attack. Wave 2. Arrp (bullywug croaker; see appendix C) and two
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
its lowest point. Climbing the outside of the wreck without proper gear requires a successful DC 15 Strength (Athletics) check. Characters who can fly have no trouble reaching the command deck. The
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this background, the table below gives you some options for the nature of the secret that prompted you to return to civilization. d4 Secret 1 You stumbled across a clandestine meeting outside town
of a massive wave, carrying a swarm of toothy sharks, crashing over the land and tearing apart everything in its path. Maybe someone in town can help. 4 The land around town is too dangerous to remain
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
its lowest point. Climbing the outside of the wreck without proper gear requires a successful DC 15 Strength (Athletics) check. Characters who can fly have no trouble reaching the command deck. The
“giant vultures” circling above the wreck are six vrocks that attack anyone who gets within 50 feet of the command deck. If three vrocks are killed, the remaining ones flee and don’t return.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this background, the table below gives you some options for the nature of the secret that prompted you to return to civilization. d4 Secret 1 You stumbled across a clandestine meeting outside town
of a massive wave, carrying a swarm of toothy sharks, crashing over the land and tearing apart everything in its path. Maybe someone in town can help. 4 The land around town is too dangerous to remain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Character Hooks Consider the following suggestions to involve the characters in this adventure’s plot: The Dead Return. The characters are heading to San Citlán to enjoy the food, parades, and
lives in the village of Milpazul. This acquaintance writes to them, asking for help investigating a wave of strange ailments and fiendish attacks plaguing her community. NIGHT OF THE REMEMBERED
The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Character Hooks Consider the following suggestions to involve the characters in this adventure’s plot: The Dead Return. The characters are heading to San Citlán to enjoy the food, parades, and
lives in the village of Milpazul. This acquaintance writes to them, asking for help investigating a wave of strange ailments and fiendish attacks plaguing her community. NIGHT OF THE REMEMBERED
The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
surface. Knifepoint Gully near Feathergale Spire leads to the Temple of Howling Hatred. The Dark Stream flows under Rivergard Keep, leading to the Temple of the Crushing Wave. The Ancient Stair
defeat each dungeon when they kill its prophet or eliminate the monsters in the elemental shrine in these locations: Temple of Howling Hatred: area A19 Temple of the Crushing Wave: area C25 Temple of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
surface. Knifepoint Gully near Feathergale Spire leads to the Temple of Howling Hatred. The Dark Stream flows under Rivergard Keep, leading to the Temple of the Crushing Wave. The Ancient Stair
defeat each dungeon when they kill its prophet or eliminate the monsters in the elemental shrine in these locations: Temple of Howling Hatred: area A19 Temple of the Crushing Wave: area C25 Temple of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
aren’t climbing up or down, characters have no way to know which level they’re on after teleporting except by looking out the windows. The tall windows in the tower are too narrow for any creature more
triangle return to the sundial seen from the foot of the tower, allowing them to return to the tower along the straight path or to exit the maze to the village (see “Completing the Maze,” above). To
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flumph’s home — the Underdark — out of building blocks. The flumph knows that its longing to return home is affecting the hobgoblin’s behavior, but it relies on Doomcrown for protection. If the two
become separated, the flumph opts to return to the Underdark. The characters can befriend the flumph and coax it into joining the party for a while. It has encountered adventurers in Undermountain