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Returning 35 results for 'could race gate to her response'.
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Monsters
Candlekeep Mysteries
;{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Heal Self"} hit points, and all levels of exhaustion end on him.Deflect Missile. In response to being hit by a ranged weapon attack, Bak Mei deflects
abbots of his temple confronted Bak Mei about his radical pursuits and demanded that he cease his activities. In response, he tried to stage a revolt at the temple, a traitorous action that resulted
Monsters
Planescape: Adventures in the Multiverse
the effect on itself after it succeeds on three of these saves.
Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it
Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack.
Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature
Monsters
Mythic Odysseys of Theros
paraphrase the following text when Arasta uses her Armor of Spiders trait:
The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the
touching her webs. Each creature restrained by a web or Arasta’s Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature’s name, race
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
fins on their calves, and coloration that favors blues and greens.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
; entire society forever stands prepared for war.
Brutal Civility
Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold
gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of the fallen. Nomog-Geaya is the greater of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
specific creature from the plane the gate leads to, hoping to interact with it. Or you might have a creature Kwalish previously met through the gate arrive in response to it being opened. That
Abyssal Throne Gate Opening either of these devices (in the central abbey or the tomb of the medusa) creates the effect of casting a gate spell. As per that spell, the characters might wish to name a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
specific creature from the plane the gate leads to, hoping to interact with it. Or you might have a creature Kwalish previously met through the gate arrive in response to it being opened. That
Abyssal Throne Gate Opening either of these devices (in the central abbey or the tomb of the medusa) creates the effect of casting a gate spell. As per that spell, the characters might wish to name a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical bridge into another realm of existence. The mythal thrummed in response, the intangible pulse of the old device taking on a new and different note. Sarya ignored the mythal stone’s change and
pressed on, finishing her gate spell with skill and confidence.
“The gate is open!” she cried. “Malkizid, come forth!”
Before Sarya a great ring or hoop of golden magic coalesced from the air. Through
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s gates. Roll on the Gate Interactions table if you want to randomly determine the experience characters have as they attempt to pass through a gate. If someone calls the Flaming Fist or the
the guards behave when they arrive. Gate Interactions d8 Interaction
1 The guards thoroughly search packs and vehicles, questioning everything and everyone.
2 The guards force a line
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the city’s gates. Roll on the Gate Interactions table if you want to randomly determine the experience characters have as they attempt to pass through a gate. If someone calls the Flaming Fist or the
the guards behave when they arrive. Gate Interactions d8 Interaction 1 The guards thoroughly search packs and vehicles, questioning everything and everyone. 2 The guards force a line of travelers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical bridge into another realm of existence. The mythal thrummed in response, the intangible pulse of the old device taking on a new and different note. Sarya ignored the mythal stone’s change and
pressed on, finishing her gate spell with skill and confidence.
“The gate is open!” she cried. “Malkizid, come forth!”
Before Sarya a great ring or hoop of golden magic coalesced from the air. Through
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s gates. Roll on the Gate Interactions table if you want to randomly determine the experience characters have as they attempt to pass through a gate. If someone calls the Flaming Fist or the
the guards behave when they arrive. Gate Interactions d8 Interaction
1 The guards thoroughly search packs and vehicles, questioning everything and everyone.
2 The guards force a line
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the city’s gates. Roll on the Gate Interactions table if you want to randomly determine the experience characters have as they attempt to pass through a gate. If someone calls the Flaming Fist or the
the guards behave when they arrive. Gate Interactions d8 Interaction 1 The guards thoroughly search packs and vehicles, questioning everything and everyone. 2 The guards force a line of travelers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
think our city’s gone mad. And in some ways it has, but it’s a madness that reaches its peak every summer with the Race of Eight Winds. Long ago, King Galifar used Dura as a proving ground for aerial
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
think our city’s gone mad. And in some ways it has, but it’s a madness that reaches its peak every summer with the Race of Eight Winds. Long ago, King Galifar used Dura as a proving ground for aerial
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit
. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the adept
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit
. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the adept
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with the characters’ books. A successful DC 10 Wisdom (Insight) check confirms that the acolyte’s mistake was an honest one. In response to any discussion of the mark that has appeared on the
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can see without provoking Opportunity Attacks.
Reactions
Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it
to miss. On a miss, the warrior can make one Greatsword or Longbow attack against the attacker.
Make way, evil! I’m armed to the teeth and packing a hamster!
—Minsc, hero of Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can see without provoking Opportunity Attacks.
Reactions
Counterattack. Trigger: The warrior is hit by an attack roll. Response: The warrior adds 4 to its AC against that attack, possibly causing it
to miss. On a miss, the warrior can make one Greatsword or Longbow attack against the attacker.
Make way, evil! I’m armed to the teeth and packing a hamster!
—Minsc, hero of Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with the characters’ books. A successful DC 10 Wisdom (Insight) check confirms that the acolyte’s mistake was an honest one. In response to any discussion of the mark that has appeared on the
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlock of the Great Old One Warlock of the Great Old One
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
9(–1
innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlock of the Great Old One Warlock of the Great Old One
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
9(–1
innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L1. Stele Forest Towering over you is a gate with two carved stone columns and a gabled roof made from bark tiles. Above the gateway hangs a wooden plaque painted with a white lotus on a black circle
. Beyond the gate is a well-kept gravel path that passes through a small forest of vertical stone slabs and ancient trees.
As the characters make their way through the Stele Forest, they encounter
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L1. Stele Forest Towering over you is a gate with two carved stone columns and a gabled roof made from bark tiles. Above the gateway hangs a wooden plaque painted with a white lotus on a black circle
. Beyond the gate is a well-kept gravel path that passes through a small forest of vertical stone slabs and ancient trees.
As the characters make their way through the Stele Forest, they encounter
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk, 1 lizardfolk scaleshield* These guards go to the gate at 41 (north) in response to noise there. Otherwise they remain here until encountered. If that happens, one tries to flee to 44 to get
lizardfolk These guards go to the gate at 41 (south) in response to noise there. If they hear sounds of combat in 52, three go there and one goes to 44 for added help. 49 4 lizardfolk If these
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk, 1 lizardfolk scaleshield* These guards go to the gate at 41 (north) in response to noise there. Otherwise they remain here until encountered. If that happens, one tries to flee to 44 to get
lizardfolk These guards go to the gate at 41 (south) in response to noise there. If they hear sounds of combat in 52, three go there and one goes to 44 for added help. 49 4 lizardfolk If these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. 61. Bone Room Cracked and decaying bones are piled throughout this chamber. In the northwest corner is a black gate.
Creatures. Three sentient ochre jellies and a wight guard this area. The wight
turn in a pile takes 4 (1d8) acid damage. A creature can take this damage only once per turn. White Gate. A white gate stands at the junction in the corridor to the northeast, leading to the Spawn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. 61. Bone Room Cracked and decaying bones are piled throughout this chamber. In the northwest corner is a black gate.
Creatures. Three sentient ochre jellies and a wight guard this area. The wight
turn in a pile takes 4 (1d8) acid damage. A creature can take this damage only once per turn. White Gate. A white gate stands at the junction in the corridor to the northeast, leading to the Spawn