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Returning 35 results for 'day mines about'.
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Monsters
The Wild Beyond the Witchlight
the spellcasting ability (spell save DC 11):
At will: minor illusion, spare the dying
1/day each: animal friendship, faerie fire, meld into stone, silence
Time Lapse (Recharges after a Short or
pumpkin, cook and eat dinner, move a pile of stones, or tie a dozen knots in a length of rope.Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
spellcasting ability (spell save DC 22):
At will: comprehend languages, detect magic, mage hand, minor illusion, prestidigitation
2/day each: darkness, detect thoughts, ice storm
1/day each: banishment
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Ancient Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon
Adult Red Dracolich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dracolich has advantage on saving throws against spells and other magical
to half its flying speed.A Red Dracolich's Lair
Red dracoliches lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven
Adult Red Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its
, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check to force open. Light. During the day, the windows provide bright light for most interior spaces. At night, no lights are lit. The mines are unlit as well. Locks. A lock requires thieves
. The following features are common to the monastery. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings in the monastery are 12 feet high. The mines have 8-foot-high ceilings in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check to force open. Light. During the day, the windows provide bright light for most interior spaces. At night, no lights are lit. The mines are unlit as well. Locks. A lock requires thieves
. The following features are common to the monastery. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings in the monastery are 12 feet high. The mines have 8-foot-high ceilings in
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
jobs: mucking out animal pens, cleaning up after other goblins, and doing any hard labor such as digging mines. If the goblin tribe has slaves to do some of this work, the pariah families enjoy the
. The goblin can cast a randomly determined 1st-level wizard spell once per day. Intelligence is its spellcasting ability.
Booyahg Wielder. This goblin found a magic item (a necklace of fireballs, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
) and also raises and lowers an elevator (area 9) that leads down to the heart of the fire giant forge. Many more prisoners have been put to work in the mines. Next to the elevator is a spiral staircase
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
) and also raises and lowers an elevator (area 9) that leads down to the heart of the fire giant forge. Many more prisoners have been put to work in the mines. Next to the elevator is a spiral staircase
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
these two zones. An alarm raised in one zone has no effect on the alert status of the other zone. During the day, some of the yakfolk oversee workers in the mill (area 3), the barns (areas 4A–4C), and the
crop fields (area 7). At night, the workers are locked in their cages, and the yakfolk retire to huts (areas 5A–area 5F). Use the suitable Yakfolk Village Roster table (day or night) based on when
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
these two zones. An alarm raised in one zone has no effect on the alert status of the other zone. During the day, some of the yakfolk oversee workers in the mill (area 3), the barns (areas 4A–4C), and the
crop fields (area 7). At night, the workers are locked in their cages, and the yakfolk retire to huts (areas 5A–area 5F). Use the suitable Yakfolk Village Roster table (day or night) based on when
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mines, but they rarely venture to the surface nowadays except to forage and hunt. Characters can find refuge among the dwarves, who are civil if not friendly, but must leave within a day or two, since
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large — sometimes
sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large — sometimes
sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies and deposits of precious gemstones. Gemstone Harvesters. Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often
11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies and deposits of precious gemstones. Gemstone Harvesters. Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often
11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions
War Pick. Melee
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Whorlstone Tunnels The Whorlstone Tunnels are a cavern system extending partially underneath Gracklstugh, away from the mines and passages the city’s inhabitants use regularly. The derro savants who
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mines, but they rarely venture to the surface nowadays except to forage and hunt. Characters can find refuge among the dwarves, who are civil if not friendly, but must leave within a day or two, since
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Whorlstone Tunnels The Whorlstone Tunnels are a cavern system extending partially underneath Gracklstugh, away from the mines and passages the city’s inhabitants use regularly. The derro savants who
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are
the canyon wall to the south.
This room houses ten Sacred Stone monks (see chapter 7). During the day, the room is empty as the monks attend to their duties elsewhere. At night, six monks sleep in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are
the canyon wall to the south.
This room houses ten Sacred Stone monks (see chapter 7). During the day, the room is empty as the monks attend to their duties elsewhere. At night, six monks sleep in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mining efforts inside the mountain. Below them lie the great ore mines of today, constantly being worked by crews of engineers and laborers. By law, the mines are forbidden to visitors — even non
citadel’s Great Wheel, a most impressive sight even to a dwarf, is an ever-turning water wheel that provides power to keep Adbar’s foundries, mines, and other operations working at all times. Near the wheel
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mining efforts inside the mountain. Below them lie the great ore mines of today, constantly being worked by crews of engineers and laborers. By law, the mines are forbidden to visitors — even non
citadel’s Great Wheel, a most impressive sight even to a dwarf, is an ever-turning water wheel that provides power to keep Adbar’s foundries, mines, and other operations working at all times. Near the wheel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reinforcements Check to see if reinforcements arrive once during the day and once at night by rolling d100 and consulting the Ironslag Reinforcements table. If reinforcements are indicated, the fire
with an iron padlock that can be picked with thieves’ tools and a successful DC 15 Dexterity check. Each adult yakfolk carries a key that opens all the cages.
Ceilings. The mines have 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reinforcements Check to see if reinforcements arrive once during the day and once at night by rolling d100 and consulting the Ironslag Reinforcements table. If reinforcements are indicated, the fire
with an iron padlock that can be picked with thieves’ tools and a successful DC 15 Dexterity check. Each adult yakfolk carries a key that opens all the cages.
Ceilings. The mines have 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
D&D settings are somewhere between those two extremes: worlds of medieval high fantasy with knights and castles, as well as elven cities, dwarven mines, and fearsome monsters. The world of the
. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
with the dwarves and gnomes of the Phandelver’s Pact. However, the same orc horde that sacked the mines at Wave Echo Cave laid waste to the settlement, and Phandalin was abandoned for centuries. In
takes only a few minutes to stroll from one end to the other. However, the characters arrive late in the day and can’t get to more than one or two locations before it’s time to seek lodgings for the night
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
with the dwarves and gnomes of the Phandelver’s Pact. However, the same orc horde that sacked the mines at Wave Echo Cave laid waste to the settlement, and Phandalin was abandoned for centuries. In
takes only a few minutes to stroll from one end to the other. However, the characters arrive late in the day and can’t get to more than one or two locations before it’s time to seek lodgings for the night
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Brigganock Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin
ability (spell save DC 11):
At will: minor illusion, spare the dying
1/day each: animal friendship, faerie fire, meld into stone, silence
Time Lapse (Recharges after a Short or Long Rest). The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
D&D settings are somewhere between those two extremes: worlds of medieval high fantasy with knights and castles, as well as elven cities, dwarven mines, and fearsome monsters. The world of the
. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Brigganock Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin
ability (spell save DC 11):
At will: minor illusion, spare the dying
1/day each: animal friendship, faerie fire, meld into stone, silence
Time Lapse (Recharges after a Short or Long Rest). The