Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'degrees inside are blade'.
Other Suggestions:
degree inspire are blade
decrees inspire are blade
Magic Items
Dungeon Masterâs Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
Monsters
Tomb of Annihilation
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of â30 degrees Fahrenheit. Frost and
ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area
Monsters
Bigby Presents: Glory of the Giants
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scionâs form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
Magic Items
Guildmastersâ Guide to Ravnica
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack
using the dagger, the creatureâs soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.
For each
Magic Items
Princes of the Apocalypse
A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes
monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike canât be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can
Magic Items
Tomb of Annihilation
and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of
â30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which
Monsters
Bigby Presents: Glory of the Giants
magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.
If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion
âs form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
Monsters
Van Richtenâs Guide to Ravenloft
":"force"} force damage if it ends its turn inside a creature or an object.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives
15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatantâs turn.Multiattack. The priest attacks twice.
Soul Blade
Monsters
Van Richtenâs Guide to Ravenloft
. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horrorâs limb ends in a blade made of
entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out.
Hex Blast
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hex Blast"}
Hex
1
Monsters
Van Richtenâs Guide to Ravenloft
"} bludgeoning damage.
Bone Blade. The horrorâs limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and
Horror (Oozing Organs);Oozing Organs. The horrorâs body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out.
Hex Blast
d4;{"diceNotation
Monsters
Van Richtenâs Guide to Ravenloft
, reach 5 ft., one target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horrorâs limb ends
in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
Monsters
Van Richtenâs Guide to Ravenloft
","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horrorâs limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores
tendrils, or mist.
4
Unspeakable Horror (Oozing Organs);Oozing Organs. The horrorâs body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out
Monsters
Van Richtenâs Guide to Ravenloft
target. Hit: 21 (3d10 + 5);{"diceNotation":"3d10+5","rollType":"damage","rollAction":"Limbs","rollDamageType":"bludgeoning"} bludgeoning damage.
Bone Blade. The horrorâs limb ends in a blade
exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out.
Hex Blast
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hex Blast"}
Hex
Monsters
Van Richtenâs Guide to Ravenloft
it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatantâs turn.Multiattack. The priest attacks twice.
Soul Blade. Melee
Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction
Monsters
Van Richtenâs Guide to Ravenloft
it regains all its hit points at the end of every combatantâs turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the
Monsters
Van Richtenâs Guide to Ravenloft
and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatantâs turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade
Monsters
Van Richtenâs Guide to Ravenloft
points, but it regains all its hit points at the end of every combatantâs turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and
Monsters
Van Richtenâs Guide to Ravenloft
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
);{"diceNotation":"2d4+2","rollType":"damage","rollAction":"Soul Blade","rollDamageType":"piercing"} piercing damage, and if the target is a creature, it is paralyzed until the start of the priestâs
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
mother to use the following lair actions while within it.
Any temple of Lolth also functions as a matron motherâs lair while she is inside it, unless she has renounced Lolth or another matron mother
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Masterâs Guide (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Monsters
Locathah Rising
him.
The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a DC 18 Strength saving throw or become restrained. Restrained creatures
), and doesnât require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
round) before it dies. The temperature inside the asteroidâs air envelope is 70 degrees Fahrenheit unless otherwise noted. An invisible gravity plane cuts through the asteroid along its equator, as
illustrated in the Side View of the asteroid on map 16. Creatures and objects inside the asteroidâs air envelope fall toward this gravity plane. Creatures and objects inside the asteroid fall toward the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
around the dock is no different from the air in the asteroid, and the temperature here is 70 degrees Fahrenheit. These things cease to be true when one leaves the asteroidâs air envelope, where the
inhospitable vacuum of space awaits. Ashtyrranthor Attacks! The adult red dragon Ashtyrranthor patrols the outside of the asteroid, staying inside its air envelope. If the characters stay on the dock for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
atop them.
Characters might approach the prison via the Jolly Pelican, or they might choose to approach on their own (see âGetting Insideâ below). Characters approaching from the north can also see
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
atop them.
Characters might approach the prison via the Jolly Pelican, or they might choose to approach on their own (see âGetting Insideâ below). Characters approaching from the north can also see
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
the apparatusâs hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
sink 5 feet as it turns. Both ends of the tunnel are immediately cut off, trapping creatures inside. At the same time, a second crawlway perpendicular to the first (marked âTunnel Bâ on map 5.3) rotates
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. A creature in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
the apparatusâs hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
continual flame spell. Maddgothâs magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of â30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops
below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. You can cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that reaches out with a dozen clawed human arms. The disk embedded in the altar can be removed by turning it 360 degrees counterclockwise. Removing the disk causes copper coins to spill out from a
hollow cavity inside the altar (see âTreasureâ below). If the altar is opened, the multiarmed representation of Ghaunadaur animates and attacks creatures within 10 feet of it or within 5 feet of the altar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Northern Smelter Smoke and Heat. Smoke fills this room, making the area lightly obscured. The temperature inside the room is a searing 120 degrees Fahrenheit.
Forge. Roaring flames fill a stone forge
out tremendous heat thanks to a fire elemental magically trapped inside it. Runes carved on the inside walls of the forge prevent the elemental from escaping or harming anyone outside the forge






