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Returning 35 results for 'contingent warded rock'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
sleep.Multiattack. The statue makes two Slam or Rock attacks.
Slam. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit
: 43 (6d12 + 4);{"diceNotation":"6d12+4", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ceilings or pillars to support the weight of the rock overhead. Decoration. Most sapient creatures decorate their lairs. Statues, bas-reliefs, murals, and mosaics often adorn dungeon rooms. Equally
natural caverns, grottoes, and passages that are home to subterranean creatures, strange rock formations, pools of water, molds, fungi, and bioluminescent moss. Shrines Any sapient creature might have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ceilings or pillars to support the weight of the rock overhead. Decoration. Most sapient creatures decorate their lairs. Statues, bas-reliefs, murals, and mosaics often adorn dungeon rooms. Equally
natural caverns, grottoes, and passages that are home to subterranean creatures, strange rock formations, pools of water, molds, fungi, and bioluminescent moss. Shrines Any sapient creature might have
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Nimbral. Graduates from the academy join the Spelljammer Fleet, a magical navy sworn to protect Toril and explore worlds far beyond.
The academy is carved into a two-thousand-foot-high column of rock
history and mission of Spelljammer Academy (see the accompanying sidebar). Any character with spellcasting talent qualifies to join the Spelljammers, the contingent of those able to pilot a spelljamming
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Nimbral. Graduates from the academy join the Spelljammer Fleet, a magical navy sworn to protect Toril and explore worlds far beyond.
The academy is carved into a two-thousand-foot-high column of rock
history and mission of Spelljammer Academy (see the accompanying sidebar). Any character with spellcasting talent qualifies to join the Spelljammers, the contingent of those able to pilot a spelljamming
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul
or Rock attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul
or Rock attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drow. Two male drow (Altonrel and Rezz) and a female drow elite warrior (Balryn) stand watch atop a ridge of natural rock in the middle of this 30-foot-high cave.
Fungi. Barrelstalk and ripplebark
entire drow contingent (including the drow in area 12a) for 9 days. 11b. A Little Privacy Drow. Melith, a drow priestess of Lolth and the leader of this outpost, meditates and prays before a shrine of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Drow. Two male drow (Altonrel and Rezz) and a female drow elite warrior (Balryn) stand watch atop a ridge of natural rock in the middle of this 30-foot-high cave.
Fungi. Barrelstalk and ripplebark
entire drow contingent (including the drow in area 12a) for 9 days. 11b. A Little Privacy Drow. Melith, a drow priestess of Lolth and the leader of this outpost, meditates and prays before a shrine of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
of elemental rock, blasting out elemental air to deflect ranged attacks, and so on. The captain of the colossus could control all this weaponry through the docent network, but for optimal performance
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
of elemental rock, blasting out elemental air to deflect ranged attacks, and so on. The captain of the colossus could control all this weaponry through the docent network, but for optimal performance
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that no enemy can gain a foothold against the gods’ cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a
. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Silent Sound Lighthouse Silent Sound lighthouse is a seventy-foot-tall cylindrical tower of mortared stone, with a square base carved into the rock it stands on. The lantern room is enclosed within
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Silent Sound Lighthouse Silent Sound lighthouse is a seventy-foot-tall cylindrical tower of mortared stone, with a square base carved into the rock it stands on. The lantern room is enclosed within
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
, Everlund, and numerous smaller settlements along the way. Raven Rock On the icy slopes of the Spine of the World stands the spirit mound of the Black Raven and Gray Wolf tribes. Raven Rock gets its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
, Everlund, and numerous smaller settlements along the way. Raven Rock On the icy slopes of the Spine of the World stands the spirit mound of the Black Raven and Gray Wolf tribes. Raven Rock gets its
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Illusion is meant to be like a stool or a rock, not an atmospheric effect. Does Planar Binding summon the creature to be bound, or is that done separately? Planar Binding doesn’t summon a creature
Player’s Handbook for examples. If you grapple or shove an enemy, does that end a Sanctuary spell cast on you? No. The Sanctuary spell ends only if the warded creature makes an attack roll, casts a spell, or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
steps to reach the top, but those steps are warded against intruders (see below). Moreover, the Far Realm friends and the goblins fighting for Splugoth attempt to stop the characters from reaching the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
steps to reach the top, but those steps are warded against intruders (see below). Moreover, the Far Realm friends and the goblins fighting for Splugoth attempt to stop the characters from reaching the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Illusion is meant to be like a stool or a rock, not an atmospheric effect. Does Planar Binding summon the creature to be bound, or is that done separately? Planar Binding doesn’t summon a creature
Player’s Handbook for examples. If you grapple or shove an enemy, does that end a Sanctuary spell cast on you? No. The Sanctuary spell ends only if the warded creature makes an attack roll, casts a spell, or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
outside in flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful evil gold dwarf named Rakath Glitterbeard (bandit captain) acts as the bank’s proprietor and key
. Avery is terrified of what the thieves might do with the powder — he’s all too aware that someone with that much smokepowder could blow up a portion of the High Hall, Wyrm’s Rock, or any number of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful evil gold dwarf named Rakath Glitterbeard (bandit captain) acts as the bank’s proprietor and key treasurer of the
too aware that someone with that much smokepowder could blow up a portion of the High Hall, Wyrm’s Rock, or any number of other fortifications. Yet as horrifying as he finds those possibilities, he
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful evil gold dwarf named Rakath Glitterbeard (bandit captain) acts as the bank’s proprietor and key treasurer of the
too aware that someone with that much smokepowder could blow up a portion of the High Hall, Wyrm’s Rock, or any number of other fortifications. Yet as horrifying as he finds those possibilities, he
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
outside in flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful evil gold dwarf named Rakath Glitterbeard (bandit captain) acts as the bank’s proprietor and key
. Avery is terrified of what the thieves might do with the powder — he’s all too aware that someone with that much smokepowder could blow up a portion of the High Hall, Wyrm’s Rock, or any number of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-foot-tall statue made of lustrous black rock reflects the torchlight. The statue depicts a giant, his face frozen in determination and his arms bracing the ceiling. A hole in the statue’s chest exposes
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gold coffer wrought to look like a sleeping dragon with violet garnet eyes (worth 1,000 gp). The coffer holds 200 pp and a dark, smooth river rock (a loadstone; see appendix A). True Name Box. If
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->Candlekeep Mysteries
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
which a dragonborn lies in a pool of dried blood on the floor. A dagger and an oblong rock broken into two pieces lie near the body’s outstretched arms.
The fallen figure is Mayastan Sadaar, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
deep below is barely audible over the roar of the waterfall.
To the north of the chasm, a small ledge is partially hidden by a spur of rock.
The chasm is 120 feet deep. Anyone who falls in takes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gold coffer wrought to look like a sleeping dragon with violet garnet eyes (worth 1,000 gp). The coffer holds 200 pp and a dark, smooth river rock (a loadstone; see appendix A). True Name Box. If
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->a2
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
deep below is barely audible over the roar of the waterfall.
To the north of the chasm, a small ledge is partially hidden by a spur of rock.
The chasm is 120 feet deep. Anyone who falls in takes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
which a dragonborn lies in a pool of dried blood on the floor. A dagger and an oblong rock broken into two pieces lie near the body’s outstretched arms.
The fallen figure is Mayastan Sadaar, the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
earlier, Machil and his companions collapsed the archway in the north wall as they left, leaving it blocked. A Small character can squeeze through gaps in the rock with a successful DC 20 Dexterity check
hemipsheres go dark again as soon as there are no longer any creatures in the room. Warded Door. The door in the center of the concave wall opens by sliding into the wall, but it’s sealed by powerful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
by a natural pillar of rock. The chamber contains a riot of fungi and tree-sized mushrooms, as well as more puddles of ooze.
Under one of the giant mushrooms, a robed figure works furiously on a
Consume Life on adventurers who fall in battle. Environmental Factors. Xanthoria’s grove and the tunnel leading to it from area L9 are warded against magical travel by creatures other than Xanthoria. Such