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Returning 35 results for 'connecting revealing gnomes to her repeat'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on
instantly assumes the creature’s appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon’s original form.
A maurezhi is
Monsters
The Book of Many Things
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Plane Shift. The riffler casts the Plane Shift spell targeting only itself, requiring no
the total (riffler’s choice), potentially changing the outcome.Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these
Monsters
Icewind Dale: Rime of the Frostmaiden
(4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Mind Blast","rollDamageType":"psychic"} psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end
previous existence.
For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or
Monsters
Fizban's Treasury of Dragons
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
Monsters
Fizban's Treasury of Dragons
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
Monsters
Mythic Odysseys of Theros
failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
Kobold
Legacy
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Species
Volo's Guide to Monsters
all life except for kobolds. He especially hates Garl Glittergold, gnomes, and fey creatures that enjoy playing pranks. He taught the first kobolds how to mine, tunnel, hide, and ambush. He is
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Connecting
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Connecting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
features are bolted down. Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. Air magically circulates through a complex ventilation system and small metal grills set
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
features are bolted down. Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. Air magically circulates through a complex ventilation system and small metal grills set
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of retaliation usually prevents them from trying to directly harm
the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing needles all over the floor — petty, vengeful acts that humiliate
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of retaliation usually prevents them from trying to directly harm
the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing needles all over the floor — petty, vengeful acts that humiliate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Deep Gnome (Svirfneblin) Deep gnomes, or svirfneblin, live far below the world’s surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity
typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Deep Gnome (Svirfneblin) Deep gnomes, or svirfneblin, live far below the world’s surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity
typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
malevolent entity didn’t have to wait long, as the drow sent teams of scavengers to loot the treasures the deep gnomes left behind, bringing their own elemental creatures with them.
Map 6.4: Rockblight
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
malevolent entity didn’t have to wait long, as the drow sent teams of scavengers to loot the treasures the deep gnomes left behind, bringing their own elemental creatures with them.
Map 6.4: Rockblight
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
those in the rest of Little Lockford. A few dead deep gnomes lie in the streets; most wear the weapons and armor of the militia. L1: Entrance and Gatehouse When the characters are ready to enter the town
militia, who salute the sergeant as he limps past them.
Standing watch by the gates are two dour gnomes in black robes. On Cragknuckle’s signal, each of these gnomes casts a spell that causes the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
those in the rest of Little Lockford. A few dead deep gnomes lie in the streets; most wear the weapons and armor of the militia. L1: Entrance and Gatehouse When the characters are ready to enter the town
militia, who salute the sergeant as he limps past them.
Standing watch by the gates are two dour gnomes in black robes. On Cragknuckle’s signal, each of these gnomes casts a spell that causes the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, connecting the town’s various districts to one another. Consoles in the power station (area L6) and the security center (area L12) enable these bridges to be raised or lowered, much like a modern-day
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, connecting the town’s various districts to one another. Consoles in the power station (area L6) and the security center (area L12) enable these bridges to be raised or lowered, much like a modern-day
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
double door, is an operating room. Characters who search the infirmary thoroughly can find crutches and wheelchairs sized for gnomes, as well as bandages and other mundane medical supplies. Treasure
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
double door, is an operating room. Characters who search the infirmary thoroughly can find crutches and wheelchairs sized for gnomes, as well as bandages and other mundane medical supplies. Treasure
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the next few days, eventually revealing the demon’s original form. A Plague of Ghouls. Maurezhi are contagion incarnate. Their bite attacks can drain a victim’s sense of self. If this affliction is
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Raise Ghoul (Recharge 5–6). The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the next few days, eventually revealing the demon’s original form. A Plague of Ghouls. Maurezhi are contagion incarnate. Their bite attacks can drain a victim’s sense of self. If this affliction is
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Raise Ghoul (Recharge 5–6). The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-shaped clockwork machines. They puff steam threateningly but make no advances.
Moments later, seven grayish-purple, bald gnomes, each astride a giant lizard, appear behind the machines. “Peace!” one
nothing more than to add this “sky-stone” to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-shaped clockwork machines. They puff steam threateningly but make no advances.
Moments later, seven grayish-purple, bald gnomes, each astride a giant lizard, appear behind the machines. “Peace!” one
nothing more than to add this “sky-stone” to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riffler Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings
damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Riffler Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings
damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
begins to rot away over the next few days, eventually revealing the demon’s original form. A maurezhi is contagion incarnate. Its bite can drain a victim’s sense of self. If this affliction is allowed
paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Raise Ghoul (Recharge 5–6). The maurezhi targets one dead
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
begins to rot away over the next few days, eventually revealing the demon’s original form. A maurezhi is contagion incarnate. Its bite can drain a victim’s sense of self. If this affliction is allowed
paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Raise Ghoul (Recharge 5–6). The maurezhi targets one dead
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Architecture. The dungeon level contains worked areas and rough-hewn areas:
Worked areas have flat sandstone ceilings 40 feet high, with connecting tunnels that are 20 feet high. They have brick walls with
in one direction or the other at a rate of 1 foot for every 5 feet of movement spent. If that movement isn’t enough to exit the collapsed area, the creature can repeat the check on its next turn. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Architecture. The dungeon level contains worked areas and rough-hewn areas:
Worked areas have flat sandstone ceilings 40 feet high, with connecting tunnels that are 20 feet high. They have brick walls with
in one direction or the other at a rate of 1 foot for every 5 feet of movement spent. If that movement isn’t enough to exit the collapsed area, the creature can repeat the check on its next turn. A
Magic Items
Infernal Machine Rebuild
, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
performer’s song. As an action, a dancing creature can repeat the saving throw to end the effect on itself, whereupon it falls 20 feet and takes 2d6 bludgeoning damage. If a creature’s saving throw to
. Casting dispel evil and good on the statue permanently disarms the haunted trap. Morbid Memory Haunt Bonus +0 A morbid memory trap presents little danger, but it proves useful in revealing important and