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                        Returning 27 results for 'convinced walk retract'.
                    
                
                        
                            
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                                        confined wall retract
                                    
                                
                                    
                                        convinced wall restrict
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    .
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatusâs 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 Masterâs 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
                                                
                                            
                                        
                                                    Phantasmal Force
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                     were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it
                                                
                                            
                                                
                                                     have knocked it off.
An affected target is so convinced of the phantasmâs reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target
                                                
                                            
                                        
                                                    Apparatus of the Crab
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs 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 apparatusâs 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 Masterâs 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->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->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 apparatusâs 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->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->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall
                                                
                                            
                                                
                                                     convinced of the phantasmâs reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    : River Ledge Learned the boatâs command word +1   L13: Underground Lake Defeated the chuuls +2 Failed a Strength saving throw in any of the rivers â1 Cast Control Water, Water Breathing, or Water Walk
                                                
                                            
                                                
                                                     Kasduâul the marid +2 Provided proof of Kashemâs demise or convinced Kasduâul of the daoâs defeat +1   Additional Points   Condition Points   Per character death â1 One or more players thanked the DM during or after the session +1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
                                                
                                            
                                                
                                                     â to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     bargaining or force, a demon might be convinced to carry a soul on this lengthy, dangerous flight. Should a soul manage to survive the harrowing journey, it finds itself restored to life in the mortal world
                                                
                                            
                                                
                                                     restore a soul to life without any cost or loss of oneâs identity and sense of self. This isnât to say that Lathos is an easy path to walk, however. Erebosâs most fearsome servants guard the portal. So far
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . When they do walk among other creatures, they prefer to do so in disguise, relishing the opportunity to see the world through different eyes. Gold Dragon Wyrmling Connections    d6 Connected
                                                
                                            
                                                
                                                     Sirenâs Lens. 
   6  An imprisoned mummy lord has convinced its adult gold dragon jailer that the mummyâs plans for domination will be for the best in the long run. 
   7  An adult gold dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    . If a halfling falls off a cliff, her britches will snag on a root or a sharp outcrop of rock. If a halfling is forced by pirates to walk the plank, he will catch a piece of flotsam and use it to stay
                                                
                                            
                                                
                                                     fundamental character, and if the halflings are convinced of a creatureâs good intentions, they respond well. Halflings would welcome an orc with a good heart into their company and treat it as
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     wandering off. The DM determines the creatureâs statistics.
78
You can cast the teleport spell, always arriving on target when you do. You can use this property once.
Each time you walk through a
                                                
                                            
                                                
                                                     spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them.
91
When you hit a creature for the first time during an encounter, its Armor Class is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , she casts a detect thoughts spell to confirm or put to rest her suspicions. If she becomes convinced that someone is cheating, she uses her suggestion spell to convince the individual to take a
                                                
                                            
                                                
                                                     oars into the water and use them to push the boat away from the dock and out into the river, while two of Captain Stornâs deckhands walk up and down the hallway, barking instructions. When the ship is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Gorx, it has done nothing to dissuade him. The xorn has convinced Keltar that Ogrémoch wants tribute, and so Keltar extracts offerings from everyone who passes through. Keltar is so obsessed with
                                                
                                            
                                                
                                                     characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: âWe walk in the shadow of OgrĂ©moch!â If the characters refuse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     asymmetrical!â On the second round of combat, a second eyestalk emerges from the hole in the ceiling. Once reduced to 0 hit points, these eyestalks eject any swallowed creatures, retract into their holes, and
                                                
                                            
                                                
                                                     another to create a new bridge. Outlands Portal. In addition to being a destructive rift, Gzemnidâs maw is also a gigantic portal controlled by the beholder god itself. If Gzemnid can be convinced to
                                                
                                            
                                        
                                                     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 wizardâs tower might detach and
                                                
                                            
                                                
                                                     statueâs 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->Storm King's Thunder
                                                    
                                                
                                            
                                                    , Serissa is convinced that they are assassins who have been sent to finish off the royal family. She commands Uthor to marshal all of Maelstromâs defenses and destroy the adventurers. Serissa also
                                                
                                            
                                                
                                                    , Serissa is paralyzed (see the throneâs description in appendix B for details). If the characters do nothing to force Iymrithâs hand, she allows them to leave and pursue Serissaâs quest, convinced that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    . The succubus doubled down on her efforts when her patron god, Gazra, ordered her to found the Order of Falling Ash. Now convinced the cult is her path to power, Cinderhide will do anything to unseat
                                                
                                            
                                                
                                                     into the bowl and walk through the flames are teleported to the Primordial Nexus (see map 1.2). The portal remains as long as the key is in place and for 1 minute after the key is removed. T10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     roomâs ward runes. Redbud moves these roots if the characters eradicate the monsters nesting below. The roots also retract if Redbud is killed or forced to relocate. Z12: Lifeboat Wreck A cot is shoved
                                                
                                            
                                                
                                                     has a Flame Tongue shortsword and a Ring of Evasion on her bedside table next to the Lantern of Revealing. If asked, Inda is reluctant to give away the shortsword or ring but can be convinced with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     visitorsâ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
                                                
                                            
                                                
                                                     the east or west doors without an escort. If the monks are convinced that the characters are potential recruits or engaged in important cult business, one of the monks guides the party to area M9 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     uses his mage hand cantrip to cut vegetables. He assumes the characters are intruders unless convinced otherwise. Any ability check to do so is made with disadvantage, since Manafret knows that
                                                
                                            
                                                
                                                     outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     man.
 The creatures on the bed are two lamias named Nemesatra and Trizzian. The demon prince Grazâzt sent them to parley with Zybilna, because he is convinced that the archfey knows the whereabouts of
                                                
                                            
                                                
                                                     suspect that Zybilna and Iggwilv might be one and the same, since Iggwilvâs passion for the game is well known to Grazâzt and his underlings. P46. Dressing Room This chamber is a walk-in wardrobe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Gauntlet. Helmâs Hold is firmly under the Gilded Eyeâs control, and its members have taken Helmâs doctrine of protection to extremes. The high-minded inquisitors of the Gilded Eye are convinced that
                                                
                                            
                                                
                                                     pitched to better shed the snows that blanket the mountains in the winter. The shield dwarves and rock gnomes in Hundelstone get a chuckle out of warning visitors to stoop low as they walk about town, lest
                                                
                                            
                                        






