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Returning 34 results for 'content walk retract'.
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Magic Items
Dungeon Master’s Guide
.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
side).
4
Two claws extend from the front side of the apparatus.
The claws retract.
5
Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
table.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and making
per side).
4
Two claws extend from the front sides of the apparatus.
The claws retract.
5
Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
table.
Apparatus of the Crab Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and
per side).
4
Two claws extend from the front sides of the apparatus.
The claws retract.
5
Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine
, tabaxi value knowledge and new experiences. Their ears perk up in a busy tavern, and they tease out stories with offers of food, drink, and coin. Tabaxi might walk away with empty purses, but they
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters worry might happen? Do you want to update any content boundaries? Is there anything that would make the game more enjoyable for you? Ask Permission Players put considerable thought and
the affected players—before introducing this content. Without any explanation or debate, if a single person gives a thumbs down or doesn’t respond, this action shouldn’t be performed. Players may
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
claws extend from the front side of the apparatus. The claws retract. 5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
shutters close (two per side). 4 Two claws extend from the front sides of the apparatus. The claws retract. 5 Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters worry might happen? Do you want to update any content boundaries? Is there anything that would make the game more enjoyable for you? Ask Permission Players put considerable thought and
the affected players—before introducing this content. Without any explanation or debate, if a single person gives a thumbs down or doesn’t respond, this action shouldn’t be performed. Players may
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
north is 8 feet above the floor of the great hall. Accessing this secret exit causes any bars over the niches to retract into the walls and the pressure plates to reset.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
north is 8 feet above the floor of the great hall. Accessing this secret exit causes any bars over the niches to retract into the walls and the pressure plates to reset.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
will try to negotiate a suitable fee, but the goblins might simply tag along, content to earn any fair share of whatever the party acquires. SILKEN PATHS: GENERAL FEATURES
As characters traverse the
Silken Paths, keep in mind the following features.
Difficult Terrain. Any creature with a climbing speed can walk along the webs at that speed. For all other creatures, the webs are difficult terrain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
will try to negotiate a suitable fee, but the goblins might simply tag along, content to earn any fair share of whatever the party acquires. SILKEN PATHS: GENERAL FEATURES
As characters traverse the
Silken Paths, keep in mind the following features.
Difficult Terrain. Any creature with a climbing speed can walk along the webs at that speed. For all other creatures, the webs are difficult terrain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stolen scrolls when the characters walk in. If the characters announced their presence by fighting the ice troll, the 2 kobolds will be visibly agitated, even though Maccath shows little concern. The
dragon is content to let his minions deal with intruders, but he will be alerted if the characters flee. Even if the adventurers have not alerted any of the dragon’s servants, Maccath’s absence would
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stolen scrolls when the characters walk in. If the characters announced their presence by fighting the ice troll, the 2 kobolds will be visibly agitated, even though Maccath shows little concern. The
dragon is content to let his minions deal with intruders, but he will be alerted if the characters flee. Even if the adventurers have not alerted any of the dragon’s servants, Maccath’s absence would
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the stolen scrolls when the characters walk in. If the characters announced their presence by fighting the ice troll, the 2 kobolds will be visibly agitated, even though Maccath shows little concern
. The dragon is content to let his minions deal with intruders, but he will be alerted if the characters flee. Even if the adventurers have not alerted any of the dragon’s servants, Maccath’s absence
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the stolen scrolls when the characters walk in. If the characters announced their presence by fighting the ice troll, the 2 kobolds will be visibly agitated, even though Maccath shows little concern
. The dragon is content to let his minions deal with intruders, but he will be alerted if the characters flee. Even if the adventurers have not alerted any of the dragon’s servants, Maccath’s absence
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
collects moisture dripping from the ceiling. An ochre jelly lurks here, content to feed on fungus and the remains of the poltergeists’ occasional victims. It slithers into the main cavern if battle breaks
waterfall pours into, it too appears frozen in time, while at the far end, the water perceptibly flows into the stream. Within 10 feet of the waterfall, the pool is solid enough to walk on, though
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
collects moisture dripping from the ceiling. An ochre jelly lurks here, content to feed on fungus and the remains of the poltergeists’ occasional victims. It slithers into the main cavern if battle breaks
waterfall pours into, it too appears frozen in time, while at the far end, the water perceptibly flows into the stream. Within 10 feet of the waterfall, the pool is solid enough to walk on, though
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
statue’s head, the statue can be directed to walk across the land. The statue ignores difficult terrain, usually by simply crashing through it. However, the navigator has a limited sight line while
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
statue’s head, the statue can be directed to walk across the land. The statue ignores difficult terrain, usually by simply crashing through it. However, the navigator has a limited sight line while
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lake bed, 90 feet below the surface. They’re content to creep along
characters to find and slay the dao that imprisoned her if they haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the shield back and punish those responsible for its theft. Lutecia is content to leave this task in his capable hands. Lady’s Hall Tymora’s temple in Baldur’s Gate is made of local yellow granite
effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a replacement
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate their exploration. If the characters also present proof of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
those responsible for its theft. Lutecia is content to leave this task in his capable hands. Lady’s Hall Tymora’s temple in Baldur’s Gate is made of local yellow granite, roofed with slate shingles
the effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lake bed, 90 feet below the surface. They’re content to creep along
characters to find and slay the dao that imprisoned her if they haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the shield back and punish those responsible for its theft. Lutecia is content to leave this task in his capable hands. Lady’s Hall Tymora’s temple in Baldur’s Gate is made of local yellow granite
effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a replacement
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate their exploration. If the characters also present proof of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
those responsible for its theft. Lutecia is content to leave this task in his capable hands. Lady’s Hall Tymora’s temple in Baldur’s Gate is made of local yellow granite, roofed with slate shingles
the effects of petrifying magic. When the magic was dispelled, it freed the heroes to walk the world once more but robbed the Wide of a bit of its charm. The merchants complained loudly, and a