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Returning 35 results for 'concept read granting to have running'.
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Monsters
Baldur’s Gate: Descent into Avernus
attacks are magical.
Secure Memory. Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
Standing Leap
. Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.Bite. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Bite
Monsters
Keys from the Golden Vault
.
Shroud Tattoo. Prisoner 13 can’t be targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can&rsquo
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
Monsters
Guildmasters’ Guide to Ravnica
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet
Monsters
Guildmasters’ Guide to Ravnica
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet
Monsters
Guildmasters’ Guide to Ravnica
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet
Magic Items
Acquisitions Incorporated
Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.
Read the Kill
Also at rank 1, your
finish a long rest.
Ways to Read the Kill
d6
Reading
1
Using a tiny bellows to pump one last breath into a corpse.
2
Reading the entrails with special reading-the-entrails
Monsters
Mythic Odysseys of Theros
addition, Arasta’s children immediately swarm over her body to protect her, granting her 100 temporary hit points.
Legendary Resistance (3/Day). If Arasta fails a saving throw, she can choose to
encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action.
Read or
Magic Items
Tasha’s Cauldron of Everything
Dooms of the Malpheggi (emerald lizardfolk fang)
1 Lizard King/Queen;lizardfolk queen and 4 lizardfolk
You gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a
feet and your high jump is up to 15 feet, with or without a running start.
10
Legendry of Phantoms and Ghosts (obsidian human molar)
1 giant octopus, 1 mage, 1 specter
As an action, you can use
feats
Your mind ravenously gathers details and desperately clings to its memories and faculties, granting you the following benefits.
Desperate Detail. You have Advantage on Intelligence (Investigation
) checks.
Iron Mind. You have Advantage on saving throws made to avoid or end the Charmed condition and to avoid having your memories read or altered.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. If you’re running it for a single character, read the “Running for One Character” section. Step 2. Read “Adventure Background
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Recovering Memories Knowing that secrets lurk within one’s own mind holds unique terror. When running adventurers featuring hidden memories, consider how those memories might be revealed. Magical
adventures. As the characters encounter evidence of Bluetspur’s mind flayers, consider giving individuals access to information they shouldn’t logically possess or granting them advantage on rolls related
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, wheeling corpses to embalming chambers or to the crematorium. The Heralds of Dust treat the dead with reverence and dignity, granting them last rites in accordance with the beliefs of the deceased
Outlands for details on the Mortuary. Multiversal Glitch The Mortuary is a dangerous place for 3rd-level characters. If a character dies, refer to the “Running Glitch Characters” section in this
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. If you’re running it for a single character, read the “Running for One Character” section. Step 2. Read “Adventure Background
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. If you’re running the adventure for a single adventurer, read the “Running for One Character” section. Step 2. Read “Adventure
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter When the characters step through the magic mirror in the Witchlight Carnival’s Hall of Illusions, they arrive in Hither. Before your first game session in this place, follow
these steps to make the players’ experience as entertaining as possible: Hither is ruled by a hag named Bavlorna Blightstraw, also known as Slack-jawed Lorna. Read her description and skim her stat block
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Running the Adventure This adventure requires the fifth edition D&D rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). You should read the entire adventure before attempting
to run it. If you’d prefer to play, you shouldn’t read any farther. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Running the Adventure This adventure requires the fifth edition D&D rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). You should read the entire adventure before attempting
to run it. If you’d prefer to play, you shouldn’t read any farther. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Running This Chapter Getting off on the right foot is important. If you follow these steps, you should be all right: Before starting the adventure, read the rest of this section and the “Ten-Towns
Overview” that follows it. A description of each town appears later in this chapter, but you don’t need to commit all ten settlements to memory before running this part of the adventure. Determine the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
upgrades for a franchise headquarters, and more. This chapter also introduces company positions — a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave G via the stairs east of area K5 (see map K). If the characters approach from outside the cave, read the following boxed text aloud to begin: A foul
draft issues from this cave. Red strata intertwine with bulging black veins running through the hewn rock. A sinister crimson light dances deep in the cave.
The stench issues from the rotting ogre in area K2.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, crafter, and explorer — and an outcast among its kind. Sgothgah’s life changed forever when it encountered and consumed a cult of lunatics who worshiped Tharizdun, an ancient deity of darkness. As it read
aboleth mulled over the concept of Tharizdun in idle moments, and eventually those thoughts flowered into something alien and repulsive to most aboleths: religious faith.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Running the Adventure This adventure requires the fifth edition D&D rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). You should read the entire adventure before attempting
to run it. If you’d prefer to play, you shouldn’t read any farther. Text that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Running the Adventure The following adventure requires the fifth edition D&D rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). You should read an entire adventure before
attempting to run it. If you’d prefer to play this adventure, you shouldn’t read any further or you risk spoiling it. The Monster Manual contains statistics for many of the creatures found in this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter Before running the Witchlight Carnival, follow the steps below to help make the experience smoother: Familiarize yourself with the layout of the Witchlight Carnival. The map that
appears in this chapter is a smaller version of the carnival poster map. Read the chapter and familiarize yourself with the carnival’s attractions. The characters can go anywhere at any time, so you
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter In this chapter, the characters explore the forests of Thither. They could be searching for their lost things or questing for a means to overthrow the Hourglass Coven. Deep in
ruled by Skabatha Nightshade, also known as Granny Nightshade. Read her description and skim her stat block in appendix B. Read this chapter in its entirety, and reacquaint yourself with the “Prismeer
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter In this chapter, the characters explore the halls of Lavoglia, better known as the Palace of Heart’s Desire. Most likely, they’ve learned of Zybilna’s betrayal at the hands of
’ experience as entertaining as possible: Read the description of Iggwilv’s Cauldron in appendix A. Read this chapter in its entirety, and reacquaint yourself with the “Rules of Conduct” and “Death in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage as a result. Consider granting advantage when… Circumstances not related to a creature’s inherent capabilities provide it with an edge. Some aspect of the environment contributes to the
no need to keep track of how many circumstances weigh on both sides. For example, imagine a wizard is running down a dungeon corridor to escape from a beholder. Around the corner ahead, two ogres lie
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon of the Dead Three Before running this part of the adventure, read the information on the Dead Three in appendix D. Stat blocks for the Dead Three’s followers can be found there as well. The
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Running the Adventure This product includes everything you need to run the adventure. New rules that appear in the 2024 Player’s Handbook are described in appendix A. Creature stat blocks are in
that appears in a box like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 8: Running the Game Rules enable you and your players to have fun at the table. The rules serve you, not vice versa. There are the rules of the game, and there are table rules for how the
a cocked die (a die that lands so that its face can’t be clearly read). These topics and more are covered in this chapter.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard ships that can traverse vast distances by using a magical form of travel known as spelljamming. Before running this adventure, read the Astral Adventurer’s Guide, which contains information about
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Faerie, the Feywild is a place of wonder and whimsy ruled by unfettered emotion. Before running this adventure, please read the “Feywild” section in the Dungeon Master’s Guide, as it contains useful
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Reading When you perform a card reading before running the adventure, write down the results for reference later. If the characters have their fortunes read in the adventures, do the card
card in order. 1. The Tome of Strahd Flip over card 1, and read: This card tells of history. Knowledge of the ancient will help you better understand your enemy. This card determines the location of