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Returning 35 results for 'connecting rolling growing to have require'.
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Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
). When you cast the spell this way, the spell doesn’t require concentration. Once this property is used, it can’t be used again until the next dawn.
Monsters
Fizban's Treasury of Dragons
network growing near an underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
Magic Items
Waterdeep: Dungeon of the Mad Mage
click whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Species
Spelljammer: Adventures in Space
.
Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them.
Thri-kreen
regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to
Monsters
Fizban's Treasury of Dragons
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
Monsters
Spelljammer: Adventures in Space
-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11;{"diceNotation
, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.
Haunting Moan. A haunting sound gets louder or fainter
Monsters
Spelljammer: Adventures in Space
-foot-diameter tunnel in its wake.
Unusual Nature. The dragon doesn’t require air.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14;{"diceNotation
covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.
Haunting Moan. A haunting sound gets
Monsters
Vecna: Eve of Ruin
).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesn’t require a coffin, and he drinks
Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas&rsquo
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Features The caves have the following features: Ceilings. Unless noted otherwise, the ceilings in the caverns are 20 feet high, and the tunnels connecting the caverns are 15 feet high
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rare Plant(s) The characters find one or more unusual plants (see appendix C), determined by rolling a d6: 2d6 dancing monkey fruit growing on a tree Menga bush with 2d6 ounces of leaves 1d4 ryath
roots growing in the ground 4d6 sinda berries growing on a bush Wukka tree with 2d6 wukka nuts 1d6 zabou growing on a dead tree
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Features The caves have the following features: Ceilings. Unless noted otherwise, the ceilings in the caverns are 20 feet high, and the tunnels connecting the caverns are 15 feet high
of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rare Plant(s) The characters find one or more unusual plants (see appendix C), determined by rolling a d6: 2d6 dancing monkey fruit growing on a tree Menga bush with 2d6 ounces of leaves 1d4 ryath
roots growing in the ground 4d6 sinda berries growing on a bush Wukka tree with 2d6 wukka nuts 1d6 zabou growing on a dead tree
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
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->Waterdeep: Dragon Heist
guards stand outside each of the front and back doors (leading to areas H1 and H6) at all hours. Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them
. Windows are fitted with iron bars that require a successful DC 30 Strength (Athletics) check to bend. Doors are made of iron-bound oak and unlocked. All areas are brightly lit by continual flame spells
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guards stand outside each of the front and back doors (leading to areas H1 and H6) at all hours. Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them
. Windows are fitted with iron bars that require a successful DC 30 Strength (Athletics) check to bend. Doors are made of iron-bound oak and unlocked. All areas are brightly lit by continual flame spells
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, including the famous bioluminescent lau-pop flower. These flowers bathe the mountains nightly in soft, blue-purple light. Well-kept roads crisscross the region, connecting the populous Dyn Singh
with one another; their conflicts typically take the form of insults and rumor-mongering, but sometimes escalate to violent scuffles. Some traditionalists fear losing their cultural identity and connection to the natural world, and they wish to disrupt the growing impact of mercantilism on local life.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, including the famous bioluminescent lau-pop flower. These flowers bathe the mountains nightly in soft, blue-purple light. Well-kept roads crisscross the region, connecting the populous Dyn Singh
with one another; their conflicts typically take the form of insults and rumor-mongering, but sometimes escalate to violent scuffles. Some traditionalists fear losing their cultural identity and connection to the natural world, and they wish to disrupt the growing impact of mercantilism on local life.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
4. Kitchen and Pantry The kitchen (area 4A) is tidy, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven
stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling. Behind the stove and to the left is a thin door leading to a well-stocked pantry (area 4B). All the food in the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an underground river. Whatever the setup, a deep dragon festoons the
narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical lair has the following features: Connecting Passages. Because a deep dragon lacks a sapphire dragon’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an underground river. Whatever the setup, a deep dragon festoons the
narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical lair has the following features: Connecting Passages. Because a deep dragon lacks a sapphire dragon’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
4. Kitchen and Pantry The kitchen (area 4A) is tidy, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven
stands near the east wall, its bent iron stovepipe connecting to a hole in the ceiling. Behind the stove and to the left is a thin door leading to a well-stocked pantry (area 4B). All the food in the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d6 giant wasps 3–4 2d6 stirges 5–6 1d3 swarms of poisonous snakes Plant Discovery The ruin contains one or more rare plants, determined by rolling a d6 and consulting the Plant Discovery table
. These plants are described in appendix C. Plant Discovery d6 Plant 1 2d6 dancing monkey fruit hanging from a tree 2 Menga bush with 1d6 ounces of leaves 3 1d6 ryath roots growing in the ground 4 4d6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d6 giant wasps 3–4 2d6 stirges 5–6 1d3 swarms of poisonous snakes Plant Discovery The ruin contains one or more rare plants, determined by rolling a d6 and consulting the Plant Discovery table
. These plants are described in appendix C. Plant Discovery d6 Plant 1 2d6 dancing monkey fruit hanging from a tree 2 Menga bush with 1d6 ounces of leaves 3 1d6 ryath roots growing in the ground 4 4d6
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Details Did they kill for justice or just for the thrill? Define the particulars of the murder, either by letting the players craft their own or by rolling on the Murder Details table. Murder Details d6
ghoul. 6 They should call it justice. Jedren Hiller, Bailiff of the Wide, had preyed on desperate business owners for years, growing fatter and richer every day. Fate gave you the opportunity. You’re
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Details Did they kill for justice or just for the thrill? Define the particulars of the murder, either by letting the players craft their own or by rolling on the Murder Details table. Murder Details d6
, grandpappy never asked to be a ghoul.
6 They should call it justice. Jedren Hiller, Bailiff of the Wide, had preyed on desperate business owners for years, growing fatter and richer every day
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Details Did they kill for justice or just for the thrill? Define the particulars of the murder, either by letting the players craft their own or by rolling on the Murder Details table. Murder Details d6
ghoul. 6 They should call it justice. Jedren Hiller, Bailiff of the Wide, had preyed on desperate business owners for years, growing fatter and richer every day. Fate gave you the opportunity. You’re
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Details Did they kill for justice or just for the thrill? Define the particulars of the murder, either by letting the players craft their own or by rolling on the Murder Details table. Murder Details d6
, grandpappy never asked to be a ghoul.
6 They should call it justice. Jedren Hiller, Bailiff of the Wide, had preyed on desperate business owners for years, growing fatter and richer every day
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
material as the surface in which they’re set (usually stone) and require a successful DC 20 Wisdom (Perception) check to locate, unless noted otherwise. When they are closed, most doors and secret doors
. These tunnels can be ignored if you have no desire to expand the dungeon. If you choose to expand a level by creating new rooms of your own, you can attach your section of the dungeon to an existing map by using one of these connecting tunnels.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
material as the surface in which they’re set (usually stone) and require a successful DC 20 Wisdom (Perception) check to locate, unless noted otherwise. When they are closed, most doors and secret doors
. These tunnels can be ignored if you have no desire to expand the dungeon. If you choose to expand a level by creating new rooms of your own, you can attach your section of the dungeon to an existing map by using one of these connecting tunnels.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
interaction, and combat. Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and
day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
interaction, and combat. Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and
day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social