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Returning 35 results for 'climbing whispers remain'.
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climbing whispers remains
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climbing whisper remains
Spells
Player’s Handbook
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Dungeon Master’s Guide
can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
Magic Items
The Book of Many Things
curse to you. As long as you remain cursed, you’re unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Monsters
Eberron: Rising from the Last War
temporary hit points per level of that spell.
Maddening Secrets (Costs 3 Actions). Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Fizban's Treasury of Dragons
seeing the deepest places in the ocean.
8
I find I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation
rather than acting in haste. (Good)
Deep Dragon Spellcasting
Age
Spell Save DC
Spells Known
Young Deep Dragon;Young
14
command, dissonant whispers, faerie fire
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Spellcasting
Age
Spell Save DC
Spells Known
Ancient Deep Dragon;Ancient
19
command, dissonant whispers, faerie fire, passwall, water breathing
Deep Dragon Adventures
The
Monsters
Fizban's Treasury of Dragons
row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
Monsters
Fizban's Treasury of Dragons
.
8
An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of their way to
ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature
Magic Items
The Book of Many Things
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
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
Levitate
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Portable Hole
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
severely sloped, creating ice slides. Descending an ice slide is easy; climbing one is another matter. A character needs crampons or other climbing gear to ascend one of these slippery passages. Professor
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
severely sloped, creating ice slides. Descending an ice slide is easy; climbing one is another matter. A character needs crampons or other climbing gear to ascend one of these slippery passages. Professor
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
points at the figure with her trunk and whispers, “That’s her. Zariel stands exactly where she always does — where the fighting is fiercest.”
This encounter takes place on an open field bordered by the
the next, the characters might delve deeper into the melee, or could make their way up to Elturel by flying or climbing.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
points at the figure with her trunk and whispers, “That’s her. Zariel stands exactly where she always does — where the fighting is fiercest.”
This encounter takes place on an open field bordered by the
the next, the characters might delve deeper into the melee, or could make their way up to Elturel by flying or climbing.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
people—as long as they remain unaware of my true nature.
Deep Dragon Ideals d6 Ideal
1 Understanding. True power comes from the ability to discern other creatures’ motivations better
out what that might be rather than acting in haste. (Good)
Deep Dragon Spellcasting Age Spell Save DC Spells Known
Young 14 command, dissonant whispers, faerie fire
Adult 16
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
people—as long as they remain unaware of my true nature.
Deep Dragon Ideals d6 Ideal
1 Understanding. True power comes from the ability to discern other creatures’ motivations better
out what that might be rather than acting in haste. (Good)
Deep Dragon Spellcasting Age Spell Save DC Spells Known
Young 14 command, dissonant whispers, faerie fire
Adult 16
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.