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Returning 35 results for 'counting reside guide to her remain'.
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Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
Guide), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.
Sage. At any time you choose within one year of
Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
’s Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide) as an action. Once used three times, this charm goes away.
Charm of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this
defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted.PoisonCold, Fire, Lightning; Bludgeoning
Backgrounds
Baldur’s Gate: Descent into Avernus
, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not
hazardous and you remain in good standing with your temple.
BALDUR’S GATE FEATURE: RELIGIOUS COMMUNITY
You’re tightly connected with the religious community of Baldur’s Gate
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
desires of any creature that communicates telepathically with the stone.
The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
.
Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely
within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide
Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter
in the “Artifacts” section of the Dungeon Master’s Guide:
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While
near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Suggested
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Eladrin
Legacy
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Species
Mordenkainen’s Tome of Foes
, a time of unfettered energy.
Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season. When
Everything dies eventually. Why bother building anything that is supposedly meant to last?
2
Nothing matters to you, and you allow others to guide your actions.
3
Your needs come first. In
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
. The monks don’t stick around to watch the puddings’ feast; they guide the wheelbarrow back to the temple, about 500 yards east of the dump site. If the characters make their presence known, the monks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
. The monks don’t stick around to watch the puddings’ feast; they guide the wheelbarrow back to the temple, about 500 yards east of the dump site. If the characters make their presence known, the monks
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
pursue fleeing enemies but otherwise remain here. area 6 1 stone giant If the giant hears the roc screeching in area 2, it investigates. Otherwise it remains here. area 9 2 stone giants, 16 mountain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
pursue fleeing enemies but otherwise remain here. area 6 1 stone giant If the giant hears the roc screeching in area 2, it investigates. Otherwise it remains here. area 9 2 stone giants, 16 mountain
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tsien Chiang’s stoic jiangshi ministers. The people undertake endless, repetitive tasks—such as scrubbing the city’s coinage or counting the seconds. Those who fail to keep up are reassigned to
exhaustion can try to wake up after every 6 hours they spend within the dream; to awaken, they must succeed on a DC 10 Wisdom saving throw. Those who fail remain within the dream for another 6 hours
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tsien Chiang’s stoic jiangshi ministers. The people undertake endless, repetitive tasks—such as scrubbing the city’s coinage or counting the seconds. Those who fail to keep up are reassigned to
exhaustion can try to wake up after every 6 hours they spend within the dream; to awaken, they must succeed on a DC 10 Wisdom saving throw. Those who fail remain within the dream for another 6 hours
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki. Until Netherskull summons them, the zombies remain here and attack intruders on sight. You can expedite combat by
dividing the zombies into mobs of ten or fewer and using the mob rules in chapter 8 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Drow Rafts Darkmantles. Stalactites hang from the 30-foot-high ceiling. Two darkmantles disguised as stalactites remain motionless until they attack.
Rafts. Leaning against the west wall are
two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts.
Although the darkmantles need to eat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki. Until Netherskull summons them, the zombies remain here and attack intruders on sight. You can expedite combat by
dividing the zombies into mobs of ten or fewer and using the mob rules in chapter 8 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Drow Rafts Darkmantles. Stalactites hang from the 30-foot-high ceiling. Two darkmantles disguised as stalactites remain motionless until they attack.
Rafts. Leaning against the west wall are
two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts.
Although the darkmantles need to eat
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Terminology The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the
petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence. (For more information about color pools, see the Dungeon Master’s Guide.) Much in the way that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
. Wandering through the ward can be a bewildering journey without a guide. Except in the immediate vicinity of the piers, shop signs and advertising of any kind are rare, and warehouses and other businesses
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
.
Quicksand. See “Wilderness Hazards” in chapter 5 of the Dungeon Master’s Guide.
Lizardfolk Roster Area Occupants at Start Notes 2 5 lizardfolk These guards are alerted by noise in 1. If they are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Green Slime. Patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) coat the overhead branches of dead trees. The slime falls on creatures passing below
.
Quicksand. See “Wilderness Hazards” in chapter 5 of the Dungeon Master’s Guide.
Lizardfolk Roster Area Occupants at Start Notes 2 5 lizardfolk These guards are alerted by noise in 1. If they are