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Returning 35 results for 'connect resided ground to have rather'.
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Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
memories aren’t real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.
Monsters
Van Richten’s Guide to Ravenloft
until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10
their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.
For a few moments after feeding, nosferatu are lucid and
Magic Items
Phandelver and Below: The Shattered Obelisk
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
Backgrounds
Sword Coast Adventurer's Guide
, and thieves’ toolsEquipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment
.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay attention to the risks
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
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
monsters
Disadvantage on ability checks and attack rolls.
Underground Stride. While the drow is underground, Difficult Terrain caused by rubble or uneven ground doesn’t cost them extra movement. Quarterstaff
":"Quarterstaff", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Cavern Distortion (1/Day). The drow raises a hand and magically causes pebbles and dust to rise from the ground to surround the drow
Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Daern's Instant Fortress
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
monsters
", "rollType":"damage", "rollAction":"Death Flare", "rollDamageType":"Fire"} Fire Damage. Failure: Half damage. Failure or Success: Anything Nox is wearing or carrying falls to the ground unharmed
from the triggering roll.Nox prefers to speak through their music rather than their voice. One of the grim and silent calignis who ventured up into the Abomination Vault’s middle levels from
races
unique construct created by magic, mysterious science, or both.
Arisen are never born in their current form. They are not undead, nor have they been raised from death by divine magic. Rather, each
measures. One arisen may have a single mechanized limb, while another’s organs are held in a cluster of jars. An arisen may have wires protruding from their body that connect to an arcane power
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
walkways around the trees. Like many other settlements raided by the dragon, pulley-operated platforms connect the two levels of the village, and provide an excellent defense against the orcs that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
walkways around the trees. Like many other settlements raided by the dragon, pulley-operated platforms connect the two levels of the village, and provide an excellent defense against the orcs that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
where islanders’ souls went after death. Some of these souls transcended into ninunos—dryad-like spirits of the land who serve as stewards to the gods and resided in the surrounding lands. Colonizing
connect many of the region’s islands. Travelers are common, and the most traveled skybridges hold small communities where they can rest and resupply. Legend holds that the bones of enormous bakunawa
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
where islanders’ souls went after death. Some of these souls transcended into ninunos—dryad-like spirits of the land who serve as stewards to the gods and resided in the surrounding lands. Colonizing
connect many of the region’s islands. Travelers are common, and the most traveled skybridges hold small communities where they can rest and resupply. Legend holds that the bones of enormous bakunawa
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
28: Crusher Waste from area 17 above arrives here to be pulverized by sloped grinding gears. Sufficiently ground-up materials fall through a screen to a conveyor belt that transfers them to the forge
in area 29. A creature that enters a space of crushing gears for the first time on a turn or starts its turn there takes 27 (5d10) bludgeoning damage. Conveyors
Conveyor belts connect areas 28–area
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
28: Crusher Waste from area 17 above arrives here to be pulverized by sloped grinding gears. Sufficiently ground-up materials fall through a screen to a conveyor belt that transfers them to the forge
in area 29. A creature that enters a space of crushing gears for the first time on a turn or starts its turn there takes 27 (5d10) bludgeoning damage. Conveyors
Conveyor belts connect areas 28–area
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
29. Buried Ruins This hollow isn’t part of a larger construction, but rather a space between buried ruins. A rusted iron door is set into the wall of what used to be the ground floor of the tower. The iron door looks thoroughly rusted. As any character tries to open it, the door slams open.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
29. Buried Ruins This hollow isn’t part of a larger construction, but rather a space between buried ruins. A rusted iron door is set into the wall of what used to be the ground floor of the tower. The iron door looks thoroughly rusted. As any character tries to open it, the door slams open.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area’s radius is 1,000 feet. The saving throw DC is 15. As the tremor ends, a young purple worm with 184 hit points (challenge rating 13) burrows out of the ground. Driven into a frenzy by the quake, it attacks other living creatures nearby. It retreats rather than perishing in combat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area’s radius is 1,000 feet. The saving throw DC is 15. As the tremor ends, a young purple worm with 184 hit points (challenge rating 13) burrows out of the ground. Driven into a frenzy by the quake, it attacks other living creatures nearby. It retreats rather than perishing in combat.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ahead of you. Its smooth and shiny surface cannot possibly have been worn down by the wind. No, this protrusion looks utterly out of place, as if it had been thrust into the ground.
A character who
that the stone is neither naturally formed nor manually hewn, but rather shaped by magic. If the check succeeds by 5 or more, the character also discerns that that the protruding rock is of the top of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ahead of you. Its smooth and shiny surface cannot possibly have been worn down by the wind. No, this protrusion looks utterly out of place, as if it had been thrust into the ground.
A character who
that the stone is neither naturally formed nor manually hewn, but rather shaped by magic. If the check succeeds by 5 or more, the character also discerns that that the protruding rock is of the top of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
. He leads bandits, who work for money rather than ideology, and water cultists. Only some of the commoner servants lack loyalty to Grimjaw and the cult. Doors. Interior doors are made of wood. It
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
. He leads bandits, who work for money rather than ideology, and water cultists. Only some of the commoner servants lack loyalty to Grimjaw and the cult. Doors. Interior doors are made of wood. It
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Character Names Part of your campaign style has to do with naming characters. It’s a good idea to establish some ground rules with your players at the start of a new campaign. In a group consisting
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Amberdune Pack The jackalweres of the Amberdune Pack were the servants of Nidalia, an unusually kind and learned lamia. The jackalweres’ alignment is neutral evil rather than chaotic evil, and their
goals are self-serving, not actively malicious. Because the pack originally resided in the nation of Amn, their humanoid forms have dusky brown skin, brown or blue eyes, and varying shades of brown
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Amberdune Pack The jackalweres of the Amberdune Pack were the servants of Nidalia, an unusually kind and learned lamia. The jackalweres’ alignment is neutral evil rather than chaotic evil, and their
goals are self-serving, not actively malicious. Because the pack originally resided in the nation of Amn, their humanoid forms have dusky brown skin, brown or blue eyes, and varying shades of brown
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
century, grown into a nearly solid mass of hedge and thorn. Seen from ground level, however, the maze appears to be a pleasant, hedge-ringed garden with no resemblance to a maze at all. Villagers are
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
an island of solidified cloud, Skyway holds the mansions of the wealthiest people in Khorvaire—nobles whose feet never touch the ground. It’s a realm of wonders, filled with the finest examples of
to do that. No bridges or lifts connect Skyway to the rest of the city, so the usual way to reach the floating district is by taking a skycoach or hiring a flying mount.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Instant Fortress Wondrous item, rare You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
century, grown into a nearly solid mass of hedge and thorn. Seen from ground level, however, the maze appears to be a pleasant, hedge-ringed garden with no resemblance to a maze at all. Villagers are
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way