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Returning 35 results for 'clutching feet'.
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clothing feet
Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
Magic Items
Candlekeep Mysteries
Carved from an ogreâs petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.
The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of
Monsters
Curse of Strahd
. Vladimir wields a weapon, +2; +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth
Turn Immunity
"} slashing damage with the weapon.
Vengeful Glare. Vladimir targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rack by the door, an empty chest with clawed feet, an empty wardrobe with a slender mirror on the inside of its door, and a writing desk with matching chair.
The odor of charcoal becomes stronger
as one approaches the bed. If the characters draw back the shroud covering it, they find the charred skeleton of a human lying on the bed, clad in burned robes and clutching the blackened stub of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halasterâs
magic gates (see âGatesâ). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestalâs top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Stuffed Monsters The secret doors leading to this chamber are 10 feet square. It takes a singular or combined Strength of 16 to push open each door. The room is choked with dust and cobwebs. Five
spread, clutching a javelin (120 pounds) A reared-up ankheg (600 pounds) A young brass dragon with wings tucked in, head lowered, and jaws agape (750 pounds) An ettercap with its arms raised menacingly (200 pounds) A hell hound with a continual flame spell cast in its gullet (150 pounds)
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giantâs skeleton clutching a
deck spot them and open fire with the siege weapons mounted to their vessel (see areas D3-D5 and D7). The characters are 200 feet away from the vessel if spotted during the day, or 100 feet away if spotted at night.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Stirge A stirge is a winged pest that feeds on the blood of living creatures through its long proboscis. It uses its proboscis to pierce its victimâs flesh while clutching its prey with hooked claws
target loses 5 (1d4 + 3) hit points.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
about 40 feet square, is boarded up and barricaded from the inside. Mad Mary (CN female human commoner) sits in the center of the floor in an upstairs bedroom, clutching a malformed doll. She is lost in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbs to a 20-foot-wide hole in the ceiling (leading up to area 6). The rungs of the ladder are spaced 3 feet apart. For Medium and smaller creatures, every 3 feet climbed on it costs 1 extra foot of
movement. Lying atop the easternmost table is the carcass of a slaughtered pig, and looming behind it is Slub, a male hill giant covered head to toe in pigâs blood and clutching a handaxe. Before fighting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the archâs keystone is a hand clutching a lit torch. The arch is one of Halasterâs magic gates (see âGatesâ), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
privacy screen, and an empty chest with clawed feet decorate the room. Fancy rugs cover the floor.
Arch. Embedded in the middle of the north wall is a stone arch.
Arch Gate to Level 11 Carved into
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Stirge A stirge is a winged pest that feeds on the blood of living creatures, drawing sustenance through its proboscis, which it uses to pierce a victimâs flesh while clutching onto its prey with
5 (1d4 + 3) hit points due to blood loss.
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Shadow Vigil Double Door. Carved into the double door to the north are two figures: a skeletal warrior clutching the bladeless hilt of a sword on the left door, and a handsome young man with
outside the doors. Crawling around their feet are four swarms of rats.
Purple Flames. Mounted on the back walls of four wide alcoves are rusty iron sconces, each holding a torch coated in black wax
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ranger Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her. Hidden by the fog and elevated a few feet above the surrounding marsh is a raised plot of land, barely ten feet on a side, enclosed by a disintegrating iron fence. In the center of the plot is a
life-sized stone monument carved in the likeness of a kneeling peasant girl clutching a rose. Although her features are gray and weatherworn, she bears a striking resemblance to Ireena Kolyana
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
action, it canât use it again for 1 minute. Storm Giant Figurehead This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone
creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it canât use it again for 1 minute.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival The undead galleon is surrounded by a 500-foot-radius fogbank at the eye of the storm. Entering this area, the wind drops to a dead calm and vision is restricted to just 10 feet. Ships that
mounted to its mainmast and its ragged sails are stitched from worn leather. A giantâs skeleton clutching a halberd is lashed to its bow.
The cultists of Talos onboard the vessel fight to the death
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to
sprout clutching appendages made of stone. Each creature of the dabusâs choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
following: Magic Missile. The wand shoots a dart of magical force at one creature that it can detect within 60 feet of it. The target takes 3 (1d4 + 1) force damage as the dart hits it unerringly. Treasure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
four figures wearing fur hats and clutching spears. They watch you nervously.
Cut into the upper floor of each tower is an arrow slit 6 inches wide, 4 feet tall, and 1 foot deep. An open doorway
set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is a name: Krezk. The walls that extend from the gatehouse are twenty feet high. Atop the parapet you see
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The stern is the lowest piece, hanging precariously by its rigging about 50 feet above ground. The middle section appears to be 15 feet higher, and the bow section is firmly wedged into a nest of
branches another 10 feet above that.
A weak voice calls out, âHallo, on the ground. Can you help us?â
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When one or more humanoids approach within 30 feet of the northeast pillar, a magic mouth spell activates, forming a stone mouth on the pillar.
Statues. Tunnel exits to the north and south are flanked
by 12-foot-tall stone statues of Halaster Blackcloak, depicted as a bearded, scowling old wizard wearing a robe covered with lidless eyes and clutching a stout scepter with a red dragonâs head at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Warning Horn A wide, covered balcony without a railing overlooks the gathering hall (area 2A) 40 feet below. A few empty crates and barrels are stacked in the corners. An alcove with a window
nearly 8 feet across, a wooden fork as big as a pitchfork, and a mug of bronze as large as a barrel, with handles shaped like a dragonâs wings. The platter is worth 750 gp and weighs 75 pounds. The mug is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
damage.
Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
devour it later.) 9 The skeleton of a humanoid seated on a folding camp stool, clutching a knife and fork in its bony hands. 10 The desiccated husk of a gnome, cocooned in giant spider webs. 11 The
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
â sections. View Player Version A1. Hall of the Damned The features of this hall are readily apparent: In the middle of the hall, a spiral staircase descends 20 feet to the lower level (area A3). The
railings overlook the templeâs ceremonial hall (area A7). The distance to the floor below is 20 feet. Collapsing Floor. The balcony floors have weakened with age. Any Medium or larger creature that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
high upon the mountainside. The slope is so steep that a creature falling from this height would tumble almost 400 feet down the mountainside before landing on any sort of ledge. Although there are
. The first one contains the exsanguinated corpse of a mountain goat. The second one holds a dead shield dwarf prospector wearing a tattered fur cloak and clutching a minerâs pick close to his chest
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
entrance are two alcoves, one containing a bare table, the other holding a wooden chest with tiny, clawed feet. Deeper in the room, you see a wicker basket surrounded by miniature toy birds.
Scores of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
warriors, each wearing a grass skirt and clutching a spear.
A gruesome throne lashed together of bone and strips of skin stands atop the west ledge. A fearsome horned skull surmounts the throne, and small
.
Four pillars support the ceiling, which is 15 feet above the ledges and 25 feet above the sunken floor. The wooden statues are harmless (their spears are merely decorative) and weigh 150 pounds
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fires bathe the hall in a bluish light. Six massive wooden tables, each one 5 feet tall, are arranged about the room. The frost giants sit around them to eat. Wooden goblets and scraps of frozen meat
the room. Perched on the frozen rafters 30 feet overhead are eight ice mephits. They watch intruders closely but donât attack unless one or more of them are harmed. 1B. Hunting Racks Wooden racks and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the dusty, tiled floor. All doors in the tower are made of carved stone. All ceilings are 10 feet high, except in area 6a. 6a. Wyllowâs Throne Room Detritus. Dead leaves and twigs cover the dusty
floor.
Balcony. The room has a vaulted ceiling 20 feet high. Stone pillars carved to look like trees support a 10-foot-high stone balcony that runs along the north, east, and south walls. The trees
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south, stone steps climb 10 feet to a dais, where Umbraxakar is perched.
Statues. A double door at the back of the dais is flanked by two 20-foot-tall, black marble statues, one depicting Shar
as a cloaked woman wielding a dagger in each hand and the other showing Halaster Blackcloak clutching a staff. The statues glare at one another like mortal enemies.
Shadow Dragon Umbraxakar is a Huge






