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Returning 35 results for 'could rules glowing to have resist'.
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races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character
races
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are trying to achieve, and make ability checks only if you ask them to. When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help
character is reactively trying to avoid or resist something, use a saving throw. Which Ability Does the Test Use? Think about which ability has the most influence on a character’s chance to succeed on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Fear and Horror The rules for fear and horror can help you sustain an atmosphere of dread in a dark fantasy campaign. Fear When adventurers confront threats they have no hope of overcoming, you can
characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a short-term or long-term form of madness that you choose or determine randomly, as detailed in chapter 8, "Running the Game.”
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracles. “Brilliant scholars,” says a rich, soothing voice radiating from the hall’s central snarl of glowing energy. “Your attention, please.
“As you are now Strixhaven University students, this
parchment materializes in front of the characters. It presents a list of clues. “The rules are simple,” the voice says. “Each clue on this list will lead you to a different location in the Biblioplex
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Halaster Is Glowing The stone doors to this chamber are sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. The ceiling
multicolored light and points a stony finger at the eastern arch.
The glowing statue depicts Halaster Blackcloak. It is a magic trap that casts a prismatic spray spell every time a creature emerges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
resemblance to the Mad Mage: an old wizard in a robe covered with lidless eyes, his visage frozen in a mad scream.
Glowing Runes. Floating above each stalagmite is a glowing rune.
A character who succeeds
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glowing quartz pillars cast bright light throughout the room.
Mannequins. Twenty dwarf-sized wooden mannequins stand in two rows of ten in the middle of the room.
Racks. Stone racks mounted on the
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
find the Cargo Deck filled with thick smoke. Rules for the smoke are as follows: Smoke Inhalation. Any creature that needs to breathe must make a DC 10 Constitution saving throw whenever it starts its
around their noses and mouths, giving them advantage on saving throws to resist the effect of smoke inhalation. If Wizpop is present, the traumatized autognome watches the scene unfold but takes no
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated doglike snout, and a mouth full of sharp teeth. Blessing on the House. The ritual to
the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house’s enemies. A draegloth that can’t
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
playthings for a time, but Shedrak alone was able to resist and withstand all ten of the beholder’s eye rays. Impressed by this feat of extraordinary luck, Karazikar made the human his acolyte after breaking
alien landscape of the Vast Oblivium.
Light. The tunnels and chambers of the Vast Oblivium are dimly lit by glowing fungi and lichen.
Bridges. The central chasm of Karazikar’s Maw is 100 feet across
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rules cover what happens on a natural 20 (it’s a Critical Hit) or a natural 1 (it always misses). Resist the temptation to add additional negative consequences to a natural 1 on an attack roll: the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
text: A gigantic flat diamond, its three points marked with squat pedestals, shimmers within a ringed field. Celestials in radiant uniforms practice at swatting glowing orbs on one side of the field
is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
out elsewhere amid the chaos of war. Glowing Signal. The kakkuus immediately return if they see the glyph glowing on the door to area Y2. Y2: Guard Hall The exterior door has an invisible glyph
of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules. At your discretion, if the characters help Naxa return to her sister and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
Instruments. Protruding from the
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates
advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth’s name. On a large plateau high above the cavern floor is Tier Breche, also
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
occurs. Roll a d20 and consult the Random Events table, or choose a suitable event. For the rules on madness, see chapter 2 of this adventure and chapter 8, “Running the Game,” in the Dungeon Master’s
the area yields no treasure. Corpses d10 Corpse Present 1 1 dead behir 2–3 1d4 dead drow and 1d4 − 1 dead giant lizards 4–5 3d8 dead giant fire beetles (their glands are no longer glowing) 6–7 2d4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vast Underdark cavern illuminated by glowing mushrooms and phosphorescent fungi. 21–40 The beholder encounters another of its kind in the Underdark and, after a fierce volley of eye rays, it turns its
is “Kelserath,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word within 10 feet of it. Characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
days at least. Layers 45–47: Azzagrat The demon lord Graz’zt embodies manipulation and cruelty, tempting mortals with the promise of appalling delights and decadent luxuries. He rules over the realm of
, surrounded by a seemingly endless expanse of ocean and brine flats. The Prince of Demons rules his layer from two serpentine towers, which emerge from a turbid sea. Each tower is topped with an enormous
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
off threats from the Mere of Dead Men. Mere of Dead Men Travelers on the High Road, which skirts the mere to the east, must resist being lured into this cold and desolate swamp by bobbing will-o
, the City of Skilled Hands works to rebuild under the watchful eye of its Lord Protector, Dagult Neverember, who rules in the absence of an heir to Neverwinter’s crown. At present, no legitimate
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many
. You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghost Orchid Tepui before opening into a larger chamber. Read the following description when the characters enter the cavern: Glowing crystals speckle this cavern’s walls like stars in the night sky
.
The pool in this room once served as a reflecting pool for a pillar sculpted with images of serene, intertwined snakes with glowing crystalline eyes. The waters have since been despoiled by rotting
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
crop, and with a frown, summon wildfires. She rules the seelie of the Summer Court. Oberon, the Green Lord, an unrivaled hunter and woodland warrior, is Titania’s lover and frequently her foe. Oberon is
soul of savagery and the wild. Hyrsam the Fool is a prankster and prone to mischief, but when such jokes turn vicious and deadly, Hyrsam the Savage is at play. The Queen of Air and Darkness rules the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room, which is heated and illuminated by braziers of glowing-hot coals. Through the hazy smoke, you see featureless stone doors lining the walls.
A female duergar guard stands in front of an arrow
, Zorzula, and Zulkrod.
X4. Xardorok’s War Room This rectangular room has two sets of double doors, one to the north and the other to the south. A brazier of glowing-hot coals stands in each corner
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the middle of the floor and join the battle. These elementals have veins of glowing purple crystal; each sheds bright light in a 15-foot radius and dim light for another 15 feet beyond that. G2
. Keltar and Gorx The walls of this circular chamber are thick with glowing crystals. In the middle of the room is a fat, egg-shaped creature with three arms, three legs, heavy-lidded eyes, and a wide
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
its original target (such as the broken crate or a stepping stone). The hydra fights until slain or until there are no creatures it can see or hear. D6. Unstable Crate A steel crate, its surface glowing
halved, and Dexterity saving throws made to resist the effect are made with advantage. If the characters find other creative ways of dealing with the problem that make sense, run with it.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
groups of creatures. However, its cloudkill is listed under Innate Spellcasting. Because of that, would a paladin’s Aura of Warding resist it? Yes, because cloudkill is a spell, Aura of Warding would be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
this camp. Each party member has a tiny, glowing, snowflake floating a few inches above them—the symbol of the Frostmaiden, which most Reghed nomads recognize and fear. Members of the Bear Tribe won’t
this camp. Each party member has a tiny, glowing snowflake floating a few inches above them—the symbol of the Frostmaiden, which most Reghed nomads recognize and fear. Members of the Elk Tribe won’t
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ceremorph (see appendix C) is equipped with two nonmagical items: Laser Pistol. Rules for laser pistols appear in the Dungeon Master’s Guide. This weapon can fire 33 shots before its energy cell is
of this high-domed chamber is a complex lattice of bioluminescent jellyfish that use the glowing tips of their tendrils to form constellations. A high-backed chair with short armrests capped with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party’s Speed into travel rates using these rules: Miles
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all
his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
use Wisdom checks to find things—see the Search action in the rules glossary—but sometimes they stumble on them accidentally, as Auro did here.
Jared: Past the flames and smoke, you see a glimmering
being aware of light sources—like the leaping flames in the fireplace and Shreeve’s glowing sword—as well as obscuring factors like smoke and fog. See “Vision and Light” earlier in this chapter for more