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Returning 35 results for 'climbing willing roiling'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
the creatures.
Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain
Spider Climb
Legacy
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Spells
Basic Rules (2014)
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
scour Pandesmos. Rumors claim that the chaos of Limbo leaks into Pandemonium through the Ruinous Sea; others say that the Elemental Chaos touches Pandemonium in this roiling expanse. Either way, the
Ruinous Sea is inimical to all but the strange and powerful chaos krakens that inhabit it. Swimming the Ruinous Sea Despite their ephemeral appearance, the Ruinous Sea’s roiling clouds are viscous and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
scour Pandesmos. Rumors claim that the chaos of Limbo leaks into Pandemonium through the Ruinous Sea; others say that the Elemental Chaos touches Pandemonium in this roiling expanse. Either way, the
Ruinous Sea is inimical to all but the strange and powerful chaos krakens that inhabit it. Swimming the Ruinous Sea Despite their ephemeral appearance, the Ruinous Sea’s roiling clouds are viscous and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nightmare A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature’s unearthly black form moves with supernatural speed, vanishing in a cloud of
three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
little bit of the Draconic tongue. They are willing to trade or bargain with characters who prove too difficult to kill. Only the verifiable offer of food and treasure can convince the trolls to turn against Arauthator.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Nightmare A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature’s unearthly black form moves with supernatural speed, vanishing in a cloud of
three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
little bit of the Draconic tongue. They are willing to trade or bargain with characters who prove too difficult to kill. Only the verifiable offer of food and treasure can convince the trolls to turn against Arauthator.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
., one target. Hit: 7 (1d6 + 4) slashing damage.
Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape’s adeptness at climbing
another sort of forest — and better yet, one whose uppermost “branches” can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
., one target. Hit: 7 (1d6 + 4) slashing damage.
Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape’s adeptness at climbing
another sort of forest — and better yet, one whose uppermost “branches” can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or climbing gear. Revenant When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford
access to his cleric spells, and his companions stole his gear (including his holy symbol), along with a wholly incorrect map of the Sargauth Level (level 3). He is willing to let the characters keep
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
notice the adventurers as they approach the Silken Paths and are willing to act as guides and helpers — for a fee, of course. They’ll settle for 2 gp per day each, but Yuk Yuk (who does all the
Silken Paths, keep in mind the following features.
Difficult Terrain. Any creature with a climbing speed can walk along the webs at that speed. For all other creatures, the webs are difficult terrain
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
more than he is willing to humor Strahd’s allies. The only way the characters can earn his favor is to help Krezk in some way, whereupon Dmitri is required by his oath of office and his honor as a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
climbing vines. The palace has many windows, all rendered shatterproof by magic. Attendants in impeccable livery see to the needs of the palace’s occupants, while armored guards stand vigilant around the
illusions and pyrotechnical special effects. Temple District The temples in the Temple District are devoted to various gods, faiths, and pantheons. The priests here are willing to cast helpful spells in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
more than he is willing to humor Strahd’s allies. The only way the characters can earn his favor is to help Krezk in some way, whereupon Dmitri is required by his oath of office and his honor as a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temperate or warm forest environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those
that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
or climbing gear. Revenant When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford
access to his cleric spells, and his companions stole his gear (including his holy symbol), along with a wholly incorrect map of the Sargauth Level (level 3). He is willing to let the characters keep
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temperate or warm forest environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those
that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
notice the adventurers as they approach the Silken Paths and are willing to act as guides and helpers — for a fee, of course. They’ll settle for 2 gp per day each, but Yuk Yuk (who does all the
Silken Paths, keep in mind the following features.
Difficult Terrain. Any creature with a climbing speed can walk along the webs at that speed. For all other creatures, the webs are difficult terrain
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
climbing vines. The palace has many windows, all rendered shatterproof by magic. Attendants in impeccable livery see to the needs of the palace’s occupants, while armored guards stand vigilant around the
illusions and pyrotechnical special effects. Temple District The temples in the Temple District are devoted to various gods, faiths, and pantheons. The priests here are willing to cast helpful spells in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but those with corrupt intentions find the journey harrowing. Climbing the Godstrand Nearly a mile of stairs and ramps leads from the base of the Godstrand to its top. The stairs take most creatures
Excelsior. I’d love to get visitors’ insights on the situation and see if they reveal anything new. What do you say?”
Varrel is willing to pay the characters for their aid, offering the group 2,500 gp and
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
night. When the cultists began grabbing people, she used disguise self to imitate a cultist, and then snuck away here to hide. She thought about climbing out the window but is afraid the fall might kill
her. She is willing to help the characters in an assault on the cultists, if only by lending her expertise in Arcana to figure out what’s happening with the ritual. Cray also reveals that not all the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
willing to oppose the duergar, including stray bands of adventurers. The Caer serves as the cult’s headquarters. The cult’s presence is the worst-kept secret in Caer-Dineval, though few locals ever
and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. When you jump, you can make a
, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. When you jump, you can make a
, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
night. When the cultists began grabbing people, she used disguise self to imitate a cultist, and then snuck away here to hide. She thought about climbing out the window but is afraid the fall might kill
her. She is willing to help the characters in an assault on the cultists, if only by lending her expertise in Arcana to figure out what’s happening with the ritual. Cray also reveals that not all the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
willing to oppose the duergar, including stray bands of adventurers. The Caer serves as the cult’s headquarters. The cult’s presence is the worst-kept secret in Caer-Dineval, though few locals ever
and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but those with corrupt intentions find the journey harrowing. Climbing the Godstrand Nearly a mile of stairs and ramps leads from the base of the Godstrand to its top. The stairs take most creatures
Excelsior. I’d love to get visitors’ insights on the situation and see if they reveal anything new. What do you say?”
Varrel is willing to pay the characters for their aid, offering the group 2,500 gp and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
. Arkhan the Cruel is willing to commune with his goddess to this end, but only if the characters offer him a suitably potent gift. In an inscrutable twist, Tiamat decides to aid the characters, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
. Arkhan the Cruel is willing to commune with his goddess to this end, but only if the characters offer him a suitably potent gift. In an inscrutable twist, Tiamat decides to aid the characters, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Northedge. The ogres of the Cogs are fond of tugs-of-war, arm wrestling, and similarly simple tests of strength. People who want to bet on sports can usually find a gambler willing to set odds in the
own goal. Obstacles such as trees, streams, and piles of rubble can be present on a hrazhak field, requiring the competitors to make full use of their jumping and climbing abilities. Idols can be