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Returning 35 results for 'continual resisted grown to have require'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
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Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.Multiattack. The spider makes two Web Strand attacks
full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so
Dragonborn
Legacy
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Species
Basic Rules (2014)
Her father stood on the first of the three stairs that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could
to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.
A continual drive for
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
high. Doors. The doors are constructed of heavy wood. Each sports a simple but sturdy drop-down latch on the outside unless otherwise specified. Latched doors require a successful DC 16 Strength
(Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
high. Doors. The doors are constructed of heavy wood. Each sports a simple but sturdy drop-down latch on the outside unless otherwise specified. Latched doors require a successful DC 16 Strength
(Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. 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
. 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->Wayfinder's Guide to Eberron
the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a
added to the spell list of your spellcasting class. Mark of Making Spells Spell Level Spells
1st identify, Tenser’s floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you
table are added to the spell list of your spellcasting class. Mark of Making Spells Spell Level Spells 1st identify, Tenser’s floating disk 2nd continual flame, magic weapon 3rd conjure barrage, elemental weapon 4th fabricate, stone shape 5th creation
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a
added to the spell list of your spellcasting class. Mark of Making Spells Spell Level Spells
1st identify, Tenser’s floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you
table are added to the spell list of your spellcasting class. Mark of Making Spells Spell Level Spells 1st identify, Tenser’s floating disk 2nd continual flame, magic weapon 3rd conjure barrage, elemental weapon 4th fabricate, stone shape 5th creation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep for years, switching identities as often as needed to keep its true nature hiden. It has grown accustomed to living among mortals and, much to its own astonishment, is rather fond of
want to learn secrets relating to the major antagonists of this adventure, the rakshasa might require a service in payment, such as slaying enemies that are hunting it, posting advertisements for its business in their tavern, or keeping tabs on someone Vincent has been hired to spy on.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep for years, switching identities as often as needed to keep its true nature hiden. It has grown accustomed to living among mortals and, much to its own astonishment, is rather fond of
want to learn secrets relating to the major antagonists of this adventure, the rakshasa might require a service in payment, such as slaying enemies that are hunting it, posting advertisements for its business in their tavern, or keeping tabs on someone Vincent has been hired to spy on.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
made of thick, sturdy oak with iron fixtures. Locked doors are noted in their area’s heading and require a master key to open. Sythian has one master key; Vordell, the housekeeper, has another. A
commands while it is moving. Exterior Lighting The conservatory’s exterior walls are lit up at night by golden continual flame spells spaced evenly around the building’s foundation. These spells are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
made of thick, sturdy oak with iron fixtures. Locked doors are noted in their area’s heading and require a master key to open. Sythian has one master key; Vordell, the housekeeper, has another. A
commands while it is moving. Exterior Lighting The conservatory’s exterior walls are lit up at night by golden continual flame spells spaced evenly around the building’s foundation. These spells are
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Asteroid Spider An asteroid spider is a menace native to Wildspace and the Astral Sea. A full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its
spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.
Actions
Multiattack. The spider makes two Web Strand attacks, uses Reel, and makes
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Asteroid Spider An asteroid spider is a menace native to Wildspace and the Astral Sea. A full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its
spider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The spider doesn’t require air.
Actions
Multiattack. The spider makes two Web Strand attacks, uses Reel, and makes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, west, and south can be scanned through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering a command word (“lights”). When the
can be opened only by the warden. Beyond the door is a comfortable bedchamber lit by a continual flame spell that can be dimmed or brightened by uttering a command word (“vaudra”). Prison Warden. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the vault, or pulls coins from the vault through the same sigil. Withdrawals of more than 250 gp require a second cashier to confirm the transaction. Transactions occurring through the sigils are
dancing lights spells that create flames of a hellish hue. These lights float and bob at varying heights. The employee tunnels contain continual flame spells cast on sconces. The music that plays throughout
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, west, and south can be scanned through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering a command word (“lights”). When the
can be opened only by the warden. Beyond the door is a comfortable bedchamber lit by a continual flame spell that can be dimmed or brightened by uttering a command word (“vaudra”). Prison Warden. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the vault, or pulls coins from the vault through the same sigil. Withdrawals of more than 250 gp require a second cashier to confirm the transaction. Transactions occurring through the sigils are
dancing lights spells that create flames of a hellish hue. These lights float and bob at varying heights. The employee tunnels contain continual flame spells cast on sconces. The music that plays throughout
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Nordenland. Rauland was a land of builders who resisted conquest through technology. Meanwhile, the proud Unterfolk keep a long military tradition stretching deep into their history as warring tribes. At
the provinces have only grown deeper, and mutual prosperity has given way to fear and self-interest. Abendland Abendland is where Aurelia, Goddess of protection, healing, and the hearth, found worship
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
need only grab hold of the rope and say “up” or “down” to be hoisted or lowered one floor as desired. Illumination. Continual flame spells bathe the interior in bright light. Topolah can suppress or
from one plot to another.
“Most of my sustenance comes from these gardens,” says Topolah. “I get regular deliveries of fresh soil from dohwar merchants, and they get home-grown food and birds’ eggs in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
need only grab hold of the rope and say “up” or “down” to be hoisted or lowered one floor as desired. Illumination. Continual flame spells bathe the interior in bright light. Topolah can suppress or
from one plot to another.
“Most of my sustenance comes from these gardens,” says Topolah. “I get regular deliveries of fresh soil from dohwar merchants, and they get home-grown food and birds’ eggs in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, which is free of mist. Chamber of Illusion. The tower’s uppermost chamber is 30 feet square and lit by purple continual flame spells in wall sconces. An inscription written on the walls in Draconic reads
inscription decorates the wall behind her.
This chamber is lit by pink continual flame spells flickering in sconces. At the height of her power, the archmage Ivira wore a magic crown to shield her mind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(2d6 + 4) bludgeoning damage on a hit. Its thick chains require a successful DC 30 Strength (Athletics) check to break, or they can be attacked. The chains have AC 19, 30 hit points, resistance to fire
their liberators. 18i. Gardens These earthen fields provide much of the food that feeds House Freth’s forces in Undermountain. Edible moss is grown in the east garden, while the other two gardens contain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
their lost things will require the characters to explore the Feywild regions of Hither, Thither, and Yon (described in chapters 2, 3 and 4) and contend with the hags of the Hourglass Coven. The
sneaking into the carnival as a child without paying for a ticket. That memory has grown foggy over time, though it still conjures a weird admixture of emotions—wonder and awe mixed with loss and regret
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Trapper Guild Dispatch Monsters with Cunning Traps Legends say that the founding members of the Trapper Guild were game hunters who had grown bored of stalking common elk and dreamed of taking down
, you can replace one of these modifications with another modification. Modifications require the armor to be worn to function. Armor Modifications Armor modifications are listed in alphabetical order
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, which is free of mist. Chamber of Illusion. The tower’s uppermost chamber is 30 feet square and lit by purple continual flame spells in wall sconces. An inscription written on the walls in Draconic reads
inscription decorates the wall behind her.
This chamber is lit by pink continual flame spells flickering in sconces. At the height of her power, the archmage Ivira wore a magic crown to shield her mind
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
assigns Aazon the task of escorting the adventurers to whichever guides interest them. Jobal doesn’t require payment up front, since all guides in Port Nyanzaru are required by law to pay him a fair
every last vestige of the Chultan royal families. She considers Zhanthi her mortal enemy and has grown impatient waiting for the old noblewoman to die. Although she hides her contempt well, Kwayothé is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to see. The walls and entryways are all 10 feet high, allowing duergar that have grown to Large size to move around easily. Map 1.6: duergar outpost View Player Version The following locations are
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to see. The walls and entryways are all 10 feet high, allowing duergar that have grown to Large size to move around easily. Map 1.6: duergar outpost View Player Version The following locations are
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred