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Returning 35 results for 'contains walking repeats'.
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Magic Items
Dungeon Masterâs Guide
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Blessing
Bless
7â12
Bead of Curing
Cure Wounds (level 2 version)
13â16
Bead of Favor
Greater Restoration
17â18
Bead of Smiting
Shining Smite
19
Bead of Summons
Guardian of Faith
20
Bead of Wind Walking
Wind Walk
Monsters
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
Necklace of Prayer Beads
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is
) or lesser restoration
13-16
Favor
Greater restoration
17-18
Smiting
Branding smite
19
Summons
Planar ally
20
Wind walking
Wind walk
monsters
Frightened condition for 1 minute. While Frightened, the targetâs Speed is 0 feet, and it repeats the save at the end of each of its turns, ending the effect on a success. Failure or Success: Karas
, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.Karas Chembrylâs Lair
Karas operates from a hideout deep beneath the city of Baldurâs Gate. The hideout contains
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
contains a ewer made of beaten gold worth 25 gp and a walking stick worth 75 gp. The walking stick is made of varnished yew with a golden handle shaped like a scorpion. The southeast sarcophagus contains a gold censer with platinum filigree worth 250 gp.
without exploring the tomb below, they hear the same telepathic voice that called out to them initially, saying, âPlease! Donât leave! Iâm here, below!â Treasure Each sarcophagus contains mummified
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
Castleâs Residents Once the Fiends are defeated and Zaythir is freed, the characters have access to the walking castle and the gratitude of its residents. These residents help the characters however
they can. Robson Michel The githzerai Zaythir uses the Castellan to set the walking castleâs course across the Outlands Zaythir Zaythir is a patient scholar of the planes who rarely shows extremes of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used again until the next dawn. d20
Bead of ⊠Spell 1â6 Blessing Bless 7â12 Curing Cure wounds (2nd level) or lesser restoration 13â16 Favor Greater restoration 17â18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used again until the next dawn. d20
Bead of⊠Spell 1â6 Blessing Bless 7â12 Curing Cure wounds (2nd level) or lesser restoration 13â16 Favor Greater restoration 17â18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heartâs Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic beadâs spell is cast, that bead canât be used
again until the next dawn. 1d20 Bead Spell 1â6 Bead of Blessing Bless 7â12 Bead of Curing Cure Wounds (level 2 version) 13â16 Bead of Favor Greater Restoration 17â18 Bead of Smiting Shining Smite 19 Bead of Summons Guardian of Faith 20 Bead of Wind Walking Wind Walk
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of an otherwise empty alcove, and carved into the top of the disk is a serpentine symbol.
The room contains four pits, each one a bell-shaped chamber 10 feet deep and 10 feet in diameter. The pits
the yuan-ti need to get a prisoner out of the pit, they disconnect a hook from the lid and use it to hoist the prisoner out by the manacles. Each pit contains 1d3 prisoners, and the âPrisoners of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Losser Mirklav is a lightfoot halfling mage, with these changes: He is chaotic evil and has 31 (9d6) hit points. He has these racial traits: He is Small, and his walking speed is 25 feet. He can move
counterspell and greater invisibility. All his spell slots are currently expended. Losser carries a spellbook bound in stitched flesh that contains all his prepared spells. He also has a key to the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
. Your walking speed is 30 feet. Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to
. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and canât attack, activate magic items, or lift more than 10 pounds.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Gracklstugh After days of walking in the deep, dark places beneath the surface, I was led, in heavy chains, to Gracklstugh, on the shores of the Darklake. I was set to work almost immediately at a
handled. The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Encounters d12 + d8 Encounter 2 Sunken ship covered in barnacles (25 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 3 Sunken ship with reef sharks
(shallow waters) or hunter sharks (deep waters) circling around it (50 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 4 Bed of giant oysters (each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
43. Ottoâs Den MaddÂgoth crafted and tested magic items here. The area contains several lingering magical effects that prompted the faerie dragon to turn these chambers into its private den. Whenever
wedged in its frame (see area 19). The eastern door is ajar. A gold coin lies on the floor just inside the room, which contains the following:
Homunculus. Unless it has been encountered and detained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from these crude barricades, the room contains the following: Automaton. An animated, life-size puppet of Halaster Blackcloak is hard at work on an experiment. The puppet is made primarily of wood and
isnât doing anything other than mixing harmless substances while muttering gobbledygook. The puppet is a Medium construct with AC 10, 8 hit points, a walking speed of 20 feet, immunity to poison and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and walking sticks hang from hooks on the wall of this entry room. A pair of muddy boots lie on the floor, and a dusty broom stands in the far corner.
The items here all belong to Derwyth. There are
nine walking sticks, each lovingly carved from a different kind of wood. H3: Hall Six wooden posts support the roof of this simple hall. Sturdy benches of hardened clay line the walls, and a long
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
heads out of nearby cabins. âNo one move a muscle!â warns the mind flayer. âThis whole car just became a crime scene.â
This car contains three cozy passenger cabins and two privies (one at each end of
. Ignatius has already determined that Quintus was killed while walking to his cabin from one of the Passenger Carâs two privies. The aasimarâs body lies outside the door to the middle cabin, which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Valtagarâs Quarters The walls and floor of this 15-foot-high chamber are covered with interlocking stone tiles. The room contains the following: Valtagar. When the characters first arrive
resilient sphere spell prepared instead of banishment. He has these racial traits: He speaks Common, Dwarvish, Infernal, Terran, Troglodyte, and Undercommon. His walking speed is 25 feet, and he has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their dead comrades to Mbala can ask Nanny Puâpu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment sheâll consider for this
humanoidâs spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive. A character transformed by this ritual into the walking dead regains all its hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Mecha-Halaster to destroy the cityâs walking statues. Without its head and the immense magic needed to power it, the iron construct is nothing more than a giant boondoggle. In its current state, it is
or combined Strength of 18. The sarcophagus contains nothing but dust, bones, and Lulzâs bronzed skull. Removing Lulzâs skull from the sarcophagus causes mechanisms in the surrounding walls to grind
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret doors finds it automatically. T2. Administrative Office This room contains rows of desks and filing cabinets. A few overstuffed lounge chairs are set aside for visitors. T3. Speakerâs Office
wall for secret doors finds it automatically. T4. Coat Closet This is the speakerâs personal coat closet. A full set of cold weather clothing is stored in the wooden trunk. T5. Privy This room contains a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
walking speed and climbing speed of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
It can innately cast each of the following
iron keys. The keys unlock the chests in area 15. Treasure. The smashed crates, the clay urns, and two of the rotting chests are empty. The third chest is unlocked and contains 120 sp and 70 cp in a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
â initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombiesâ stat block contains the information you need to resolve these attacks. If all the
fight until theyâre all defeated. Tip: Undead Fortitude. The zombiesâ Undead Fortitude trait reflects how hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
messages to Thessalar. In addition, a locked strongbox can be found under the desk. It can be opened with a successful DC 15 Dexterity check using thievesâ tools, but contains an easily noticed poison
pp, ten small rubies (worth 25 gp each), a ring of water walking, and a vial of blood of the lycanthrope antidote (see appendix C). Manipulating Time Having a mechanical guide spend 1 charge in this
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombiesâ stat block contains the information you need to resolve these attacks. On each characterâs
hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the players a hint about what happened. You might say, âThat should have finished the creature off, but it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sources. Crates stacked around the room are packed with meat, and bear the seal of the Fellowship of Salters, Packers, and Joiners. K2. Dining Room This room contains the following features: Three Zhents
, which contains the following features: If he hasnât already been drawn elsewhere, a portly halfling stands atop a stool and cooks at an iron stove. A green, ghostly hand floats above a trellis table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of small, uprooted shrubs that seem to be walking of their own accord. A detect magic spell reveals an aura of transmutation magic around the pot, which is a common wondrous magic item called a pot of
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 46. Hook Horror Nest The turf
spotted. The horrors hesitate to attack those dressed like Thayans but do so if no food is quickly offered. The horrors fight mostly to defend a mound in the northwest section of the cavern, which contains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains four uneven stacks of iron bars, each stack nearly filling a 6-foot cube.
Old age has rendered the duergar smith, Ghorso, deaf and nearly immobile. His walking speed is 10 feet with the cane or 5
weighing 10 pounds. 16d. Barracks This room contains two dozen iron cots arranged haphazardly in the middle of the space. Ten duergar, five males and five females, are asleep here at any given time
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
; if they refuse a command, he remains Indifferent toward them. Each time the characters leave the hall and return, Nezzarum issues a new command until he has issued three of them. He never repeats a
statue). He has no objection to the characters searching the temple for treasure if they agree to give him an equal share. Secret Doors. This hall contains seven secret doors (see â Temple Features
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to her. Sheâs willing to cautiously parley with characters who claim they are investigating the carnival for their own reasons. Appendix D contains additional roleplaying notes for Kettlesteam
their wagon. She repeats the conversation, using her Mimicry trait to imitate Lightâs agitated voice (âSomeone is going to find out about this! Theyâll shut us down!â) followed by Witchâs calm yet firm
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
Walking Castle Locations The following locations are keyed to map 4.1. The compass on the map and directions in the following descriptions are provided for ease of use. Marco Bernardini Map 4.1
: Walking Castle View Player Version W1: Terrace A paved ring with a 2-foot-high lip provides a foundation for the castle. The base of the tower opens into a hall without exterior doors. Along the west and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
contains copper nails, and the cask is three-quarters full of hard, dry tar. These supplies are used to make regular repairs about the ship. 6. Shipâs Galley A crude metal stove, not lit, leans against
, holds an assortment of butcherâs knives, saws, and choppers. The cask contains water, while the cupboard holds a miscellany of tin mugs, small and large tin plates, wooden platters, and a metal dipper






