Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 12 results for 'consist warding reminding'.
Other Suggestions:
consult working reminding
consist wearing remaining
consult waking reminding
consult wanting reminding
consist wardens reining
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
by succeeding on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check. Both passages are protected. The slaad overseer, Chalaag, cast a glyph of warding spell (save DC 12) of the
Speech in addition to Slaad, and can cast glyph of warding once per day in addition to its other spells. Unless the characters triggered the glyphs of warding in area S1, Chalaag is engrossed in its
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
by succeeding on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check. Both passages are protected. The slaad overseer, Chalaag, cast a glyph of warding spell (save DC 12) of the
Speech in addition to Slaad, and can cast glyph of warding once per day in addition to its other spells. Unless the characters triggered the glyphs of warding in area S1, Chalaag is engrossed in its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
usually bugbears, ogres, orogs, or quaggoths. Doors and windows are protected with glyph of warding spells (spell save DC 13), and either 3d6 gargoyles or 3d6 giant spiders watch for trouble from ledges
eight ruling houses, or slaves in the company of such a drow, the patrol calls for reinforcements, which arrive in 1d4 + 2 rounds and consist of 1d4 similar drow patrols. OLD ENEMIES
It is possible
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
glyph of warding spells (spell save DC 13), and 2d6 gargoyles watch for trouble from ledges and rooftops. If you want a random encounter to occur as the characters make their way through the
master, the patrol immediately calls for reinforcements, which arrive in 1d4 + 2 rounds. The reinforcements consist of 1d4 similar drow patrols. Noble Entourage The characters encounter a drow noble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
glyph of warding spells (spell save DC 13), and 2d6 gargoyles watch for trouble from ledges and rooftops. If you want a random encounter to occur as the characters make their way through the
master, the patrol immediately calls for reinforcements, which arrive in 1d4 + 2 rounds. The reinforcements consist of 1d4 similar drow patrols. Noble Entourage The characters encounter a drow noble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
usually bugbears, ogres, orogs, or quaggoths. Doors and windows are protected with glyph of warding spells (spell save DC 13), and either 3d6 gargoyles or 3d6 giant spiders watch for trouble from ledges
eight ruling houses, or slaves in the company of such a drow, the patrol calls for reinforcements, which arrive in 1d4 + 2 rounds and consist of 1d4 similar drow patrols. OLD ENEMIES
It is possible
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
throne consist of sixty worth 50 gp each, fifteen worth 100 gp each, three of 500 gp value, and one 1,000 gp gem. 13. Guard Area One frost giant guard stationed in the far southern end of this chamber
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
throne consist of sixty worth 50 gp each, fifteen worth 100 gp each, three of 500 gp value, and one 1,000 gp gem. 13. Guard Area One frost giant guard stationed in the far southern end of this chamber
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
supplies primarily consist of food, water, timber, rope, and raw iron. B20: Salamander Barracks The floor of this room is coated in solidified lava that resembles the undulations of waves on the sea
doorway is opened. The key to opening the door is the gemstone set in the wall carving. The gem is trapped with a 6th-level glyph of warding spell. The glyph casts disintegrate on any creature that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warding glyphs that discharge lightning. If the check fails, the character discerns the false runes but doesn’t notice the glyphs. The trap activates 3 rounds after a creature enters the room. (Tarul
crosses the threshold into this room. The walls here consist of worked stone, but the thirty-foot-high ceiling of this broad chamber features rough rock hung with jagged stalactites. Seams in the floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warding glyphs that discharge lightning. If the check fails, the character discerns the false runes but doesn’t notice the glyphs. The trap activates 3 rounds after a creature enters the room. (Tarul
crosses the threshold into this room. The walls here consist of worked stone, but the thirty-foot-high ceiling of this broad chamber features rough rock hung with jagged stalactites. Seams in the floor
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
supplies primarily consist of food, water, timber, rope, and raw iron. B20: Salamander Barracks The floor of this room is coated in solidified lava that resembles the undulations of waves on the sea
doorway is opened. The key to opening the door is the gemstone set in the wall carving. The gem is trapped with a 6th-level glyph of warding spell. The glyph casts disintegrate on any creature that