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Returning 25 results for 'dart metal above'.
Other Suggestions:
draw mortal above
dark mortal above
days metal above
dark metal above
dare mortal above
Monsters
Icewind Dale: Rime of the Frostmaiden
has advantage if the target is wearing armor made of metal). Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Shocking Grasp","rollDamageType":"lightning"} lightning damage, and the
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
Monsters
Icewind Dale: Rime of the Frostmaiden
":"Shocking Grasp"} to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction
","rollType":"damage","rollAction":"Acid Splash","rollDamageType":"acid"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are gathered around traditional dice, card, dart, and board games as well as carnival competitions such as throwing metal rings onto posts, tossing a ball at a tower of weighted iron cups hard enough
(Persuasion) check convinces one of the patrons to point out who Coal is: a black, one-armed metal warforged sitting alone near the bar. Coal, a neutral good warforged soldier (see chapter 6), is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are gathered around traditional dice, card, dart, and board games as well as carnival competitions such as throwing metal rings onto posts, tossing a ball at a tower of weighted iron cups hard enough
(Persuasion) check convinces one of the patrons to point out who Coal is: a black, one-armed metal warforged sitting alone near the bar. Coal, a neutral good warforged soldier (see chapter 6), is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Rookledust’s Workshop As the characters come within sight of Rookledust’s home, read the following text: On a hill stands an unusual structure that resembles both a cottage and a metal fortress. The
building bristles with steaming pipes and whirring devices, and it is currently under siege.
Amid clanging metal contraptions, goblins try to breach the structure, impeded by gadgets that spin, snap
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Rookledust’s Workshop As the characters come within sight of Rookledust’s home, read the following text: On a hill stands an unusual structure that resembles both a cottage and a metal fortress. The
building bristles with steaming pipes and whirring devices, and it is currently under siege.
Amid clanging metal contraptions, goblins try to breach the structure, impeded by gadgets that spin, snap
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is an enormous, tarnished copper raft, crafted to resemble a dragon, bearing a copper coffin. The raft is afloat on a sea of silvery-white, flowing metal, fed by several rivers that trail along the
metal that shrouded in flames. The fire is an illusion and doesn’t burn. Liquid Fire. The first time a creature or an object enters or touches the silvery liquid metal of the sea or the rivers on a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is an enormous, tarnished copper raft, crafted to resemble a dragon, bearing a copper coffin. The raft is afloat on a sea of silvery-white, flowing metal, fed by several rivers that trail along the
metal that shrouded in flames. The fire is an illusion and doesn’t burn. Liquid Fire. The first time a creature or an object enters or touches the silvery liquid metal of the sea or the rivers on a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
large box. A large wooden cask stands next to six lengths of wood planking. Set into a wooden rack, fastened to the bulkhead by the door, are two metal-headed hammers, two wooden mallets, two saws
contains copper nails, and the cask is three-quarters full of hard, dry tar. These supplies are used to make regular repairs about the ship. 6. Ship’s Galley A crude metal stove, not lit, leans against
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
large box. A large wooden cask stands next to six lengths of wood planking. Set into a wooden rack, fastened to the bulkhead by the door, are two metal-headed hammers, two wooden mallets, two saws
contains copper nails, and the cask is three-quarters full of hard, dry tar. These supplies are used to make regular repairs about the ship. 6. Ship’s Galley A crude metal stove, not lit, leans against
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of strange black metal, that he is doing some repair work on. If he is attacked and the fight goes against him, there is a 33 percent chance per round that he uses his action to toss the mace into
that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of strange black metal, that he is doing some repair work on. If he is attacked and the fight goes against him, there is a 33 percent chance per round that he uses his action to toss the mace into
that two poisoned darts fire upward from the inside when the lid is opened. Each dart has a range of 30 feet and a +8 bonus to hit. It deals 2 (1d4) piercing damage on a hit and subjects its victim
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Acid
Dexterity saving throw or take 7 (2d6) acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Acid
Dexterity saving throw or take 7 (2d6) acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
at the end of one of the racks is a small metal cage divided into two chambers. One chamber contains a gold-colored fighting-fish. In the second chamber, a bright silver fighting-fish bobs leisurely
five doors spaced evenly along the north wall, secured from this side with metal bars.
To your right, by the east wall, rests an untidy pile of chains and manacles, leg irons, and bunches of keys
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
at the end of one of the racks is a small metal cage divided into two chambers. One chamber contains a gold-colored fighting-fish. In the second chamber, a bright silver fighting-fish bobs leisurely
five doors spaced evenly along the north wall, secured from this side with metal bars.
To your right, by the east wall, rests an untidy pile of chains and manacles, leg irons, and bunches of keys
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check
the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, taking 3 (1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check
the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter. A creature that falls into the pit lands at the bottom and takes 3 (1d6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all
material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(1d6) Poison damage per dart. Detect and Disarm. As a Search action, a creature can examine the walls and make a DC 15 Wisdom (Perception) check, detecting the holes on a successful check. Plugging all
material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trap, or failing to disarm it, triggers the trap. When triggered, the trap fires a small poisoned dart from the lock. Any creature standing in front of the lock is automatically struck by the needle
disarm it, triggers the trap. When the trap is triggered, a small poisoned dart is ejected from the lock. Any creature standing in front of the lock is automatically struck by the needle, taking 1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trap, or failing to disarm it, triggers the trap. When triggered, the trap fires a small poisoned dart from the lock. Any creature standing in front of the lock is automatically struck by the needle
disarm it, triggers the trap. When the trap is triggered, a small poisoned dart is ejected from the lock. Any creature standing in front of the lock is automatically struck by the needle, taking 1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
young use the statistics for giant lizards. These reptiles occasionally dart forth on forays to hunt and devour troglodytes or orcs, but their main hunting ground is the series of caves beneath their
’ glacial rift and an obsidian box. Inside this latter container is a long, thin chain made of weird black metal and instructions written in Giant (using Dwarvish script) on a sheet of human skin. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
young use the statistics for giant lizards. These reptiles occasionally dart forth on forays to hunt and devour troglodytes or orcs, but their main hunting ground is the series of caves beneath their
’ glacial rift and an obsidian box. Inside this latter container is a long, thin chain made of weird black metal and instructions written in Giant (using Dwarvish script) on a sheet of human skin. The
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
metal objects. The combined weight of these objects must be equal to or less than the number rolled on the expended Hit Point Dice. The quality of these created objects is poor but functional
quicksilver)
Duration: 1 minute
You target a creature and a metal object held or worn by that creature you can see within range. The creature makes a Dexterity saving throw. On a failed save, the