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Returning 32 results for 'comes clinging'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
encloses a settlement on the side of a snow-dusted mountain spur. Beyond the wall you see the tops of snow-covered pines and thin, white wisps of smoke. The somber toll of a bell comes from a stone
to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey. The Old Svalich Road continues west from this location for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
encloses a settlement on the side of a snow-dusted mountain spur. Beyond the wall you see the tops of snow-covered pines and thin, white wisps of smoke. The somber toll of a bell comes from a stone
to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey. The Old Svalich Road continues west from this location for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
map 3 indicate the heights of the various terraces above sea level. In the gazebo lurks a hungry decapus (see “Decapus”) that attacks the first creature that comes within reach. The decapus has
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
map 3 indicate the heights of the various terraces above sea level. In the gazebo lurks a hungry decapus (see “Decapus”) that attacks the first creature that comes within reach. The decapus has
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
12. Cultist Hideout Droki enters this cavern from the east, via a narrow tunnel that comes up through a crack in the cavern floor (see the “Narrow Tunnels” section of the “Whorlstone Tunnels: General
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Basilisk Gate Read or paraphrase the following boxed text to your players to begin the adventure: Welcome to Baldur’s Gate, a veritable nest of rats and vipers clinging to the rocky slopes
Zodge’s handling of the situation. Flaming Fist captains have tremendous latitude when it comes to keeping the peace in Baldur’s Gate, especially in the Lower City. It’s widely known that the best
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
12. Cultist Hideout Droki enters this cavern from the east, via a narrow tunnel that comes up through a crack in the cavern floor (see the “Narrow Tunnels” section of the “Whorlstone Tunnels: General
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Basilisk Gate Read or paraphrase the following boxed text to your players to begin the adventure: Welcome to Baldur’s Gate, a veritable nest of rats and vipers clinging to the rocky slopes
Zodge’s handling of the situation. Flaming Fist captains have tremendous latitude when it comes to keeping the peace in Baldur’s Gate, especially in the Lower City. It’s widely known that the best
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobolds (see appendix C) that are clinging to the underside of the walkway. These kobolds, named Scorp and Thwip, are using saws to weaken the wooden struts so that the walkway will collapse if a creature
underneath the planks, they can see the kobolds working away cheerily. If a kobold takes damage while clinging to the underside of the walkway, it loses its grip and falls down the shaft to its death
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobolds (see appendix C) that are clinging to the underside of the walkway. These kobolds, named Scorp and Thwip, are using saws to weaken the wooden struts so that the walkway will collapse if a creature
underneath the planks, they can see the kobolds working away cheerily. If a kobold takes damage while clinging to the underside of the walkway, it loses its grip and falls down the shaft to its death
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character comes within 1 foot of the candle or removes it from the sconce. The lava rains down and magically drains away through the holes in the floor. Each creature in the cell when the lava begins to fall
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character comes within 1 foot of the candle or removes it from the sconce. The lava rains down and magically drains away through the holes in the floor. Each creature in the cell when the lava begins to fall
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall near the cages is a wooden dogsled with ice clinging to it.
The two goats were stolen from Caer-Konig, and the duergar plan to eat them. The duergar use the ogre zombie to pull their dogsled
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall near the cages is a wooden dogsled with ice clinging to it.
The two goats were stolen from Caer-Konig, and the duergar plan to eat them. The duergar use the ogre zombie to pull their dogsled
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lost. If the characters have Boy with them, the dog and Garret become inseparable. If the characters tend to his wounds, Garret comes around and tells them that a yeti surprised him and his
zigzag their way up the mountain, clinging to narrow ledges and scaling icy cliffs. To pass all these obstacles, the party must make three successful DC 10 Strength (Athletics) group checks. If a group
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
portal. Portal 4: Amid the Rigging The moment you open the iron door, a tug of magic leaves you clinging shakily to a triangular foretop platform, high above the deck of a gently swaying cargo ship. From
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lost. If the characters have Boy with them, the dog and Garret become inseparable. If the characters tend to his wounds, Garret comes around and tells them that a yeti surprised him and his
zigzag their way up the mountain, clinging to narrow ledges and scaling icy cliffs. To pass all these obstacles, the party must make three successful DC 10 Strength (Athletics) group checks. If a group
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
portal. Portal 4: Amid the Rigging The moment you open the iron door, a tug of magic leaves you clinging shakily to a triangular foretop platform, high above the deck of a gently swaying cargo ship. From
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chamber from the north and disappears under a low stone overhang to the south, and larger passageways exit to the southeast and the northeast.
Creatures. Four stirges are clinging to the chamber walls
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chamber from the north and disappears under a low stone overhang to the south, and larger passageways exit to the southeast and the northeast.
Creatures. Four stirges are clinging to the chamber walls
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll
, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll
, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Small humanoids to squeeze through. The wall encircling the garden is 40 feet high and is easily climbed due to the vegetation clinging to it. Concealed Inscription. Characters who search the gate for
time. The streams emerge from culverts in the garden walls, but where the water comes from is anyone’s guess. (It is created magically and disappears magically before it can cause the pool to overflow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Small humanoids to squeeze through. The wall encircling the garden is 40 feet high and is easily climbed due to the vegetation clinging to it. Concealed Inscription. Characters who search the gate for
time. The streams emerge from culverts in the garden walls, but where the water comes from is anyone’s guess. (It is created magically and disappears magically before it can cause the pool to overflow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
town is home to three young treants. If the town or the abbey comes under attack, their job is to animate nearby trees and aid in the town’s defense. The grove is also home to an awakened tree named
, often humorous tales of heroes and monsters, as well as legends about the gods, Chauntea in particular. The tree allows children to climb it while it walks about cautiously with hosts of them clinging to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
town is home to three young treants. If the town or the abbey comes under attack, their job is to animate nearby trees and aid in the town’s defense. The grove is also home to an awakened tree named
, often humorous tales of heroes and monsters, as well as legends about the gods, Chauntea in particular. The tree allows children to climb it while it walks about cautiously with hosts of them clinging to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apparition comes the faintest of whispers: “The vampire must be destroyed. Use me as your weapon.” With that, it fades away. Treasure. A detect magic spell reveals that the thighbone radiates an aura of
?”
The woman rises, the shroud of webs clinging to her in a ghastly fashion.
This vampire spawn is an old wife of Strahd’s. Once she realizes that the characters aren’t her husband, Sasha tears away
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pouch containing 15 gp, and a folding boat. This discovery can only be made once. If this result comes up again, re-roll on the table. 3. Spirit Domes A bell-shaped dome of sculpted stone rises from the
top of the dome has been weakened by time and collapses under the weight of a creature weighing 200 pounds or more. Any creature standing on or clinging to the roof when it collapses falls, taking
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apparition comes the faintest of whispers: “The vampire must be destroyed. Use me as your weapon.” With that, it fades away. Treasure. A detect magic spell reveals that the thighbone radiates an aura of
?”
The woman rises, the shroud of webs clinging to her in a ghastly fashion.
This vampire spawn is an old wife of Strahd’s. Once she realizes that the characters aren’t her husband, Sasha tears away
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pouch containing 15 gp, and a folding boat. This discovery can only be made once. If this result comes up again, re-roll on the table. 3. Spirit Domes A bell-shaped dome of sculpted stone rises from the
top of the dome has been weakened by time and collapses under the weight of a creature weighing 200 pounds or more. Any creature standing on or clinging to the roof when it collapses falls, taking
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fashioned in the shape of a scowling gargoyle, but the hand that opened the panel seems human enough. From beneath the mask comes a female voice: “Yes? What do you want?”
The monks listen to their
chamber is obviously an ancient crypt. Niches along the walls hold dozens of old skeletons, some with scraps of burial cloth still clinging to their bones.
Not all the monsters beneath the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fashioned in the shape of a scowling gargoyle, but the hand that opened the panel seems human enough. From beneath the mask comes a female voice: “Yes? What do you want?”
The monks listen to their
chamber is obviously an ancient crypt. Niches along the walls hold dozens of old skeletons, some with scraps of burial cloth still clinging to their bones.
Not all the monsters beneath the






