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Returning 35 results for 'confusing refer ground to have read'.
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Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
Monsters
Strixhaven: A Curriculum of Chaos
Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying
to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the
Magic Items
Icewind Dale: Rime of the Frostmaiden
By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks.A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Mythic Odysseys of Theros
ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait:
The medusa’s skin
Backgrounds
Baldur’s Gate: Descent into Avernus
be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.
d8
Personality Trait
1
I idolize a particular hero of my faith, and constantly refer to that
person’s deeds and example.
2
I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3
I see omens in every event and action. The
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
can’t use the same effect two rounds in a row:
Dyrrn uses its Corruption action.
A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the
Backgrounds
Sword Coast Adventurer's Guide
Personality Trait
1
I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2
I can find common ground between the fiercest enemies
Backgrounds
Sword Coast Adventurer's Guide
to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn’t your true ethnicity, because that’s the blanket term
reacting to ignorant invasion of my own.
2
I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3
I have a
Monsters
Mythic Odysseys of Theros
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
ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Fighting Arasta as a mythic
monsters
Alien Mind. If a creature tries to read the intruder’s mind or deals Psychic damage to it, that creature must succeed on a DC 16 Intelligence saving throw or have the Stunned condition for 1
minute. It repeats the save at the end of each of its turns, ending the effect on itself on a success.
Gliding Levitation. The invader hovers 6 inches above the ground and leaves no tracks. It ignores
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each
creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
particular hero of my faith, and constantly refer to that person’s deeds and example.
2
I can find common ground between the fiercest enemies, empathizing with them and always working toward
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
races
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
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, and write Common and one other language that you
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
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->Tyranny of Dragons
Traveling to the Castle Castle Naerytar sits fifteen miles from the work camp—fifteen cold, muddy, difficult miles. It takes the characters two days to cover that ground at a moderate pace
. Fortunately, the trail is marked by the lizardfolk who transport contraband through the mere to Castle Naerytar for the cult. Without the trail, finding the castle in this snarled, confusing maze would depend
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Traveling to the Castle Castle Naerytar sits fifteen miles from the work camp—fifteen cold, muddy, difficult miles. It takes the characters two days to cover that ground at a moderate pace
. Fortunately, the trail is marked by the lizardfolk who transport contraband through the mere to Castle Naerytar for the cult. Without the trail, finding the castle in this snarled, confusing maze would depend
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the tower, read the following boxed text aloud: A tall, ruined tower thrusts skyward from the summit of the crag. Its uppermost floor is blackened with soot and
structure. At the foot of the tower, two ruined arches open into the interior.
The tower is unguarded, and the only person present is the wizard Gallio Elibro. Refer to “Dealing with Gallio Elibro” if the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the tower, read the following boxed text aloud: A tall, ruined tower thrusts skyward from the summit of the crag. Its uppermost floor is blackened with soot and
structure. At the foot of the tower, two ruined arches open into the interior.
The tower is unguarded, and the only person present is the wizard Gallio Elibro. Refer to “Dealing with Gallio Elibro” if the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
read Infernal can make an Intelligence (Investigation) check opposed by the devil’s Charisma (Deception) check. If the character’s check result is higher than the devil’s, the character detects the extra clauses in the fine print and can have them removed before the contract is signed.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Obelisk An unknown man with unknown purpose. Assist him at your peril, lest he drag you into madness. — The Cartographer When the characters arrive at this location, read or paraphrase the following
ate him). If the characters approach, the “wizard” greets them eagerly and is keen to divulge details of his studies, but his conversation often trails off on confusing tangents. The following
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Obelisk An unknown man with unknown purpose. Assist him at your peril, lest he drag you into madness. — The Cartographer When the characters arrive at this location, read or paraphrase the following
ate him). If the characters approach, the “wizard” greets them eagerly and is keen to divulge details of his studies, but his conversation often trails off on confusing tangents. The following
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Conifers rise from this highland’s soft, peaty soil. Squirrels skitter about the fallen pinecones and pine needles that blanket the ground.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
read Infernal can make an Intelligence (Investigation) check opposed by the devil’s Charisma (Deception) check. If the character’s check result is higher than the devil’s, the character detects the extra clauses in the fine print and can have them removed before the contract is signed.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the last adult and child. Many of the residents of Altand were on the ground when the attack came. Of the elves in the upper level of the village, many died of the dragon’s poisonous breath while
of villagers, the characters can learn the following: The dragon swooped down and attacked on the ground first. Nearly half of the village’s victims died during that first assault. Humans in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the last adult and child. Many of the residents of Altand were on the ground when the attack came. Of the elves in the upper level of the village, many died of the dragon’s poisonous breath while
of villagers, the characters can learn the following: The dragon swooped down and attacked on the ground first. Nearly half of the village’s victims died during that first assault. Humans in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet high by 2 feet wide. Grumink and his team have been hard at work, trying to dig through the stone behind the altar. If Grumink is unaware of the characters, refer to the “Dwarves at Work” section
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at