Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 19 results for 'conflict walking resetting'.
Other Suggestions:
conflicted waking resetting
conflict willing resting
conflicted willing resetting
conflict waiting resting
conflict warring respecting
Monsters
Mythic Odysseys of Theros
, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate
requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate
requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
ruthlessness, their opponents fought with reckless abandon and self-sacrifice. How you manage this conflict in your game must be based on knowledge that only you can have. The upshot of this whole series
cinders and sharp rocks that make walking cross-country difficult (and noisy). The area is lit by night with dim red light, both from flaming gases that shoot forth out of the bowels of the earth and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
ruthlessness, their opponents fought with reckless abandon and self-sacrifice. How you manage this conflict in your game must be based on knowledge that only you can have. The upshot of this whole series
cinders and sharp rocks that make walking cross-country difficult (and noisy). The area is lit by night with dim red light, both from flaming gases that shoot forth out of the bowels of the earth and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result. Body Composition d4 Attack
to cold and fire damage.
2 Coast Creature. The chimera’s body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result. Body Composition d4 Attack
to cold and fire damage.
2 Coast Creature. The chimera’s body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
at odds, reflecting some greater conflict between the forces of good and evil in your campaign. Here are our basic goals for the aasimar: Aasimar should make effective clerics and paladins. Aasimar
by 2. Age. Aasimar mature at the same rate as humans but live a few years longer. Size. Aasimar are built like well-proportioned humans. Your size is Medium. Speed. Your base walking speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
at odds, reflecting some greater conflict between the forces of good and evil in your campaign. Here are our basic goals for the aasimar: Aasimar should make effective clerics and paladins. Aasimar
by 2. Age. Aasimar mature at the same rate as humans but live a few years longer. Size. Aasimar are built like well-proportioned humans. Your size is Medium. Speed. Your base walking speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rest, provided you have smith’s tools in hand. Guardian. You design your armor to be in the front line of conflict. It has the following features: Thunder Gauntlets. Each of the armor’s gauntlets
lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rest, provided you have smith’s tools in hand. Guardian. You design your armor to be in the front line of conflict. It has the following features: Thunder Gauntlets. Each of the armor’s gauntlets
lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stone “door”—actually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall, and 3 inches thick. Removing or resetting a stone slab requires an action and a successful DC 15 Strength check. Each
. While aloft, the wearer gains a flying speed equal to its walking speed, with the following limitations: except in a significant updraft, the wearer can’t use the glider to gain altitude, and the glider
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stone “door”—actually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall, and 3 inches thick. Removing or resetting a stone slab requires an action and a successful DC 15 Strength check. Each
. While aloft, the wearer gains a flying speed equal to its walking speed, with the following limitations: except in a significant updraft, the wearer can’t use the glider to gain altitude, and the glider
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
his followers expendable. The characters’ best chance of survival is to convince Manshoon that they can be cowed or bribed into working for him. Weary of his conflict with the Xanathar Guild, Manshoon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They have these racial traits: They are Small, and their walking speed is 25 feet. They can move through the space of a Medium or larger creature. They have advantage on saving throws against being
his followers expendable. The characters’ best chance of survival is to convince Manshoon that they can be cowed or bribed into working for him. Weary of his conflict with the Xanathar Guild, Manshoon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters can choose to keep their distance and avoid conflict, or they can engage the ravenous fire giant and her troll in battle. Zaastrid and the troll fight to the death. If the characters return to
damage on a hit, or 8 (1d10 + 3) bludgeoning damage if used with two hands. Each knight has a walking speed of 25 feet and darkvision out to a range of 60 feet. Each knight has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters can choose to keep their distance and avoid conflict, or they can engage the ravenous fire giant and her troll in battle. Zaastrid and the troll fight to the death. If the characters return to
damage on a hit, or 8 (1d10 + 3) bludgeoning damage if used with two hands. Each knight has a walking speed of 25 feet and darkvision out to a range of 60 feet. Each knight has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
various ethnicities) mounted on riding horses are watching the Surbrin Trail. They intercept characters walking or riding north toward Nesmé, threatening to kill them unless they turn back immediately. If
flying snake to return with further instructions. If the characters interrupt the negotiations, both evil forces attack them. Regardless of the outcome of the conflict, Gundahella is furious that the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
various ethnicities) mounted on riding horses are watching the Surbrin Trail. They intercept characters walking or riding north toward Nesmé, threatening to kill them unless they turn back immediately. If
flying snake to return with further instructions. If the characters interrupt the negotiations, both evil forces attack them. Regardless of the outcome of the conflict, Gundahella is furious that the