Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'concerned walker remains'.
Other Suggestions:
concealed water remains
concerned walk remains
concerned walkers remains
concerned water remains
concerns water remains
Monsters
The Book of Many Things
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The
remains in one place for a long time.
Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches
Yochlol (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:
At will: detect thoughts, web
1/day: dominate person
Web Walker. The yochlol ignores
summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
field around the Spire of Iriolarthas by sheer force of her divine will and watches over the city from its high balcony (area Y19p). The force field remains deactivated until the last of Auril’s
transforms the cultist into a coldlight walker (see appendix C). These undead horrors venture out into the necropolis to hunt down the living.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
field around the Spire of Iriolarthas by sheer force of her divine will and watches over the city from its high balcony (area Y19p). The force field remains deactivated until the last of Auril’s
transforms the cultist into a coldlight walker (see appendix C). These undead horrors venture out into the necropolis to hunt down the living.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Faction Influence The side treks provide excellent opportunities to highlight each character’s allegiance to a major faction. Different factions are concerned about different situations. Side treks
that are especially suitable for each faction include the following: The Emerald Enclave is concerned about the Iceshield orc raids and stories of a despoiled Uthgardt barrow near Nettlebee Ranch. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Faction Influence The side treks provide excellent opportunities to highlight each character’s allegiance to a major faction. Different factions are concerned about different situations. Side treks
that are especially suitable for each faction include the following: The Emerald Enclave is concerned about the Iceshield orc raids and stories of a despoiled Uthgardt barrow near Nettlebee Ranch. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
remains of past meals, which puts ettercaps in conflict with Fey. Spiteful ettercaps go out of their way to torment and feed on Fey; they prefer to menace those smaller than themselves, like pixies and
ability check.
Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ruin Spider The potent magic of a Deck of Many Things can have unpredictable effects on its environment, especially when the deck remains in one place for a long time. Ruin spiders arise when the
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Multiattack. The spider makes two Ruinous Bite attacks. It can replace one attack with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ruin Spider The potent magic of a Deck of Many Things can have unpredictable effects on its environment, especially when the deck remains in one place for a long time. Ruin spiders arise when the
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Multiattack. The spider makes two Ruinous Bite attacks. It can replace one attack with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
remains of past meals, which puts ettercaps in conflict with Fey. Spiteful ettercaps go out of their way to torment and feed on Fey; they prefer to menace those smaller than themselves, like pixies and
ability check.
Web Walker. The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
are concerned. Any given Dimir agent knows of no more than a handful of alleyway contacts and dossier drop spots. One agent knows another only by a code name, or receives communications only at a
and pursuits contradict each other, frustrating any attempt to get to the truth of things. The public face of Dimir remains inscrutable, which some interpret as the best evidence that the guild’s true
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
are concerned. Any given Dimir agent knows of no more than a handful of alleyway contacts and dossier drop spots. One agent knows another only by a code name, or receives communications only at a
and pursuits contradict each other, frustrating any attempt to get to the truth of things. The public face of Dimir remains inscrutable, which some interpret as the best evidence that the guild’s true
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
“Halt. You come before Diderius, ether walker and conduit of clairvoyance
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Encounters (A-C) Arveiaturace Known to Ten-Towners as the White Wyrm, Arveiaturace is an ancient white dragon that lairs atop the Reghed Glacier. She remains the most fearsome predator in Icewind
wouldn’t take much to provoke her into doing so. At one time, Arveiaturace served a wizard named Meltharond, whose frozen corpse remains strapped to a saddle on the dragon’s back. Arveiaturace has
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
“Halt. You come before Diderius, ether walker and conduit of clairvoyance
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
“Halt. You come before Diderius, ether walker and conduit of clairvoyance
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Encounters (A-C) Arveiaturace Known to Ten-Towners as the White Wyrm, Arveiaturace is an ancient white dragon that lairs atop the Reghed Glacier. She remains the most fearsome predator in Icewind
wouldn’t take much to provoke her into doing so. At one time, Arveiaturace served a wizard named Meltharond, whose frozen corpse remains strapped to a saddle on the dragon’s back. Arveiaturace has
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entrance Plaza The entrance to Diderius’s tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the
shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
“Halt. You come before Diderius, ether walker and conduit of clairvoyance
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
concerned with greater matters, and inclined to go their separate ways unless a powerful leader can keep them under control long enough for the virus to take hold. During the first stages of an abyssal
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
concerned with greater matters, and inclined to go their separate ways unless a powerful leader can keep them under control long enough for the virus to take hold. During the first stages of an abyssal
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When
amputated when he was a young boy, but the scar on his backside remains. Game Statistics Orond Gralhund is a Tethyrian human noble, with these changes: Orond is neutral evil. He has an Intelligence of 9 (−1). Never one to bother learning other languages, he speaks only Common.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from it. He yearns to solve every mystery of the cosmos, a quest that might seem foolhardy for anyone other than an immortal being. Any hint of a secret that remains hidden draws his attention, and a
best, with no guarantee that any correspondence truly reaches him. The Greatest Game Dispater’s trade in souls is concerned mainly with the acquisition of secrets. His imps scour the Material Plane in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(History) check recognizes the symbol. Lost Caverns. The Lost Caverns were once the lair of an archmage named Iggwilv. The archmage is long gone, but her treasure remains. Most who set out to find the
appendix A). The margrave is most concerned with ensuring his rivals don’t get the treasure, but the lantern is of special interest. Iggwilv’s Verse The scroll provided by Bannik contains a map of the Yatil
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
from it. He yearns to solve every mystery of the cosmos, a quest that might seem foolhardy for anyone other than an immortal being. Any hint of a secret that remains hidden draws his attention, and a
best, with no guarantee that any correspondence truly reaches him. The Greatest Game Dispater’s trade in souls is concerned mainly with the acquisition of secrets. His imps scour the Material Plane in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt
has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity. Despite his prodigious girth, Mirt can move with good speed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(History) check recognizes the symbol. Lost Caverns. The Lost Caverns were once the lair of an archmage named Iggwilv. The archmage is long gone, but her treasure remains. Most who set out to find the
appendix A). The margrave is most concerned with ensuring his rivals don’t get the treasure, but the lantern is of special interest. Iggwilv’s Verse The scroll provided by Bannik contains a map of the Yatil
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When
amputated when he was a young boy, but the scar on his backside remains. Game Statistics Orond Gralhund is a Tethyrian human noble, with these changes: Orond is neutral evil. He has an Intelligence of 9 (−1). Never one to bother learning other languages, he speaks only Common.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of ogres and giants. Solamnia Once a mighty empire, Solamnia has fallen from the glory it knew. Though Solamnia remains one of the largest and most prosperous nations on the continent, its provinces
are self-concerned and prone to squabbling. The land’s once-legendary defenders, the Knights of Solamnia, are much diminished in numbers. Nevertheless, the knights still stand as defenders of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt
has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity. Despite his prodigious girth, Mirt can move with good speed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of ogres and giants. Solamnia Once a mighty empire, Solamnia has fallen from the glory it knew. Though Solamnia remains one of the largest and most prosperous nations on the continent, its provinces
are self-concerned and prone to squabbling. The land’s once-legendary defenders, the Knights of Solamnia, are much diminished in numbers. Nevertheless, the knights still stand as defenders of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
following information: “When I first arrived at Candlekeep, the Avowed were concerned about a ‘singing malaise.’ A book merchant had been afflicted with it and was put in isolation after several Avowed began
dismissive and grows irritated if they pester her. Ebder. He remains in the stacks, seated at the table. If questioned by the characters, he says he has been working in the scriptorium (area F3). Nothing has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
following information: “When I first arrived at Candlekeep, the Avowed were concerned about a ‘singing malaise.’ A book merchant had been afflicted with it and was put in isolation after several Avowed began
dismissive and grows irritated if they pester her. Ebder. He remains in the stacks, seated at the table. If questioned by the characters, he says he has been working in the scriptorium (area F3). Nothing has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mithral Hall will be part of the alliance for much longer, but until rulership of the dwarven city is more firmly established, it remains a member. It is impossible to ascribe an overall character to
threats they must — to further that goal. In the end, though, a merchant of Waterdeep and one of Baldur’s Gate are concerned mainly for their own purses and the welfare of their home cities, and are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Alustriel and Tasha are concerned, since Kas is just as evil as Vecna. Because Kas took such pains to manipulate the characters into finding the Rod of Seven Parts, Alustriel realizes the awful truth and
the vampire. Malaina’s Mistrust Once the characters learn what has happened, they notice that Malaina remains particularly solemn. Malaina’s Secret. If the characters ask Malaina what’s wrong, she
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the dump, read or paraphrase the following description: Mountains of junk fill countless acres of Curst’s dump. Debris range from simple trash to the ruins of massive structures to the blasted remains
.
There is no obvious exit from this chamber, and Fellik doesn’t know where to go from here. The young man swiftly grows concerned, fearing he and his father have been betrayed. A character who