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Returning 28 results for 'descend increases are both'.
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descended increases are both
defend increases are both
descent increases are both
Monsters
Planescape: Adventures in the Multiverse
manipulate planar energies to create wondrous effects.
Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind
, its walking speed increases to 40 feet until the start of its next turn.
3–4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
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->Guildmasters' Guide to Ravnica
. Simic Hybrid Traits Your hybrid character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Age
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Simic Hybrid Traits Your hybrid character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Age
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
feet as difficult terrain. After 10 feet, they begin getting scratched by thorns. If they continue, they take 1 slashing damage per foot climbed. After 20 feet, that increases to 2 slashing damage per
the saving throw. If the save succeeds, the character can slither up the steps safely. If the saving throw fails, the character takes 17 (5d6) psychic damage and can try again, but the DC increases
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Verminaard’s next turn.
Malediction. Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a DC 18
of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Midnight Shroud. The weapon has 6 charges. When you hit a creature with an
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Verminaard’s next turn.
Malediction. Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a DC 18
of Midnight. You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 60 feet.
Midnight Shroud. The weapon has 6 charges. When you hit a creature with an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
feet as difficult terrain. After 10 feet, they begin getting scratched by thorns. If they continue, they take 1 slashing damage per foot climbed. After 20 feet, that increases to 2 slashing damage per
the saving throw. If the save succeeds, the character can slither up the steps safely. If the saving throw fails, the character takes 17 (5d6) psychic damage and can try again, but the DC increases
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
DC increases by 2 for everyone following behind the climber. If the check fails by 5 or more, the ladder is damaged and the climber falls — quite possibly to his or her death, unless precautions were
rock chimney leads up to level 2. It’s a 90-foot climb with plenty of handholds but several tricky, twisty spots; a successful DC 8 Strength (Athletics) check is required to ascend or descend it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
DC increases by 2 for everyone following behind the climber. If the check fails by 5 or more, the ladder is damaged and the climber falls — quite possibly to his or her death, unless precautions were
rock chimney leads up to level 2. It’s a 90-foot climb with plenty of handholds but several tricky, twisty spots; a successful DC 8 Strength (Athletics) check is required to ascend or descend it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
statue rest on a five-foot-high, curved stone platform enclosed by a low wall.
Frost-covered stone steps descend from the stone platform to the icy floor in the cavern’s northernmost section, as shown
higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with each other and the fake creatures and objects around them.
Alterdeep looks, sounds, smells, and feels like Waterdeep. Prolonged exposure to this alternate world, however, increases the
, nothing but thick fog lies beyond the city gates. The same is true for Alterdeep’s version of Undermountain; characters who descend the well in the Yawning Portal taproom find themselves enshrouded in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with each other and the fake creatures and objects around them.
Alterdeep looks, sounds, smells, and feels like Waterdeep. Prolonged exposure to this alternate world, however, increases the
, nothing but thick fog lies beyond the city gates. The same is true for Alterdeep’s version of Undermountain; characters who descend the well in the Yawning Portal taproom find themselves enshrouded in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
statue rest on a five-foot-high, curved stone platform enclosed by a low wall.
Frost-covered stone steps descend from the stone platform to the icy floor in the cavern’s northernmost section, as shown
higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk, the DC of this check increases by 2 for each victim. On a successful check, the minister is satisfied that the characters are not in league with the sahuagin, and gives them information
of encountering a patrol in the corridors of the lair increases from 1 in 12 every 10 minutes (see “Patrols in the Lair”) to 1 in 2 every 5 minutes. Reading Materials. The scroll the old lizardfolk
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Giant’s Bag table in the introduction. 17. Ore Depository Characters who descend through the mines (see area 10) eventually end up here, emerging through one of two tunnels in the north wall. Rail tracks
increases their level of exhaustion by 1. Watching over the prisoners are two ogres clad head to toe in spiked iron armor (AC 18). When the prisoners reach level 5 exhaustion, they collapse, and the ogres
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Giant’s Bag table in the introduction. 17. Ore Depository Characters who descend through the mines (see area 10) eventually end up here, emerging through one of two tunnels in the north wall. Rail tracks
increases their level of exhaustion by 1. Watching over the prisoners are two ogres clad head to toe in spiked iron armor (AC 18). When the prisoners reach level 5 exhaustion, they collapse, and the ogres
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
griffons circle above you, shrieking at your approach. They descend until they’re a few hundred feet away but come no closer.
At the end of the entranceway is a ten-foot-tall barricade made of wood and
to keep their arms raised. The DC starts at 5 and increases by 5 at the end of each minute thereafter. On a failed check, the participant drops their arms and is out of the game. If the last two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk, the DC of this check increases by 2 for each victim. On a successful check, the minister is satisfied that the characters are not in league with the sahuagin, and gives them information
of encountering a patrol in the corridors of the lair increases from 1 in 12 every 10 minutes (see “Patrols in the Lair”) to 1 in 2 every 5 minutes. Reading Materials. The scroll the old lizardfolk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
griffons circle above you, shrieking at your approach. They descend until they’re a few hundred feet away but come no closer.
At the end of the entranceway is a ten-foot-tall barricade made of wood and
to keep their arms raised. The DC starts at 5 and increases by 5 at the end of each minute thereafter. On a failed check, the participant drops their arms and is out of the game. If the last two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the Dexterity (Acrobatics) check to cross the bridge increases to 12, and characters on the bridge must immediately make a saving throw to avoid falling as described above. If both ropes are cut, the
.
The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the Dexterity (Acrobatics) check to cross the bridge increases to 12, and characters on the bridge must immediately make a saving throw to avoid falling as described above. If both ropes are cut, the
.
The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Stairs The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie
along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet. The characters might be able to see area 3 as they descend. A fortress emerges from the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Stairs The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie
along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet. The characters might be able to see area 3 as they descend. A fortress emerges from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mountain ranges: the Spine of the World and the Ice Spires. The trees are more stunted and sparse as the altitude increases to the north. Moonwood This dense coniferous forest north of the Evermoors seems
tunnels might be surprised to find that some of them descend for miles, in some cases all the way to the Underdark.) Hundelstone’s few score human residents are mostly sellswords or would-be adventurers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mountain ranges: the Spine of the World and the Ice Spires. The trees are more stunted and sparse as the altitude increases to the north. Moonwood This dense coniferous forest north of the Evermoors seems
tunnels might be surprised to find that some of them descend for miles, in some cases all the way to the Underdark.) Hundelstone’s few score human residents are mostly sellswords or would-be adventurers
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic
creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic
creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds