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                        Returning 31 results for 'descends injured are blade'.
                    
                
                        
                            
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                                        descent infused are blade
                                    
                                
                                    
                                        descended injury are blade
                                    
                                
                                    
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , insatiable thirst for blood remains.
Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creatureâs body to ooze
                                                
                                            
                                                
                                                    . In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood.PoisonAcid, Cold, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
                                                
                                            
                                                
                                                     Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Blade of Judgment"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7);{"diceNotation":"1d6+7", "rollType
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soilsâclay, loam, and sand) Duration
                                                
                                            
                                                
                                                     canât usually be trapped or injured by the groundâs movement. This spell canât manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Move Earth 6th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soilsâclay, loam, and sand) Duration
                                                
                                            
                                                
                                                     canât usually be trapped or injured by the groundâs movement. This spell canât manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     of too much drink will often be overlooked by the Watch, as long as the proprietor doesnât seek payment for damages and no one is significantly injured.) Sport fighting, such as boxing or wrestling
                                                
                                            
                                                
                                                    , is legal only if it occurs in a location registered with the city for that purpose. Additionally, any blade more than one foot in length is subject to an extra tax whenever it is sold, which helps to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , insatiable thirst for blood remains. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creatureâs body to ooze through
                                                
                                            
                                                
                                                     battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. Vampiric Mist
 Medium Undead, Typically Chaotic Evil
 Armor Class 13
 Hit Points 30 (4d8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Poison Blade attacks.
 Poison Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage.
 Reactions
 Uncanny
                                                
                                            
                                                
                                                     assassin makes one Poison Blade attack.
 Vanishing Escape (Costs 3 Actions). The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     only an unholy, insatiable thirst for blood remains. Blood Thief. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its
                                                
                                            
                                                
                                                     and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. Undead Nature. A vampiric mist doesnât require air or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     bleak stone fortress carved out of a gigantic, 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
                                                
                                            
                                                
                                                     of the ordinary, such as an approaching ship or group of visitors or a monster flying overhead, one guard descends into the tower to alert the rest of the prison while the others stay at their post
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     flying overheadâone guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     flying overheadâone guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     gloom flies a rusty blade, followed by another! If more than two flying swords are encountered, the others arenât far behind. These weapons drift about the castle and attack intruders within range of
                                                
                                            
                                                
                                                     flapping of tiny black wings. Suddenly, a dark cloud of bats descends upon you! These bats are the servants of Strahd. They attack the characters without provocation.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    , imposing disadvantage on the bladesâ attacks against the creature while it isnât incapacitated. Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade
                                                
                                            
                                                
                                                     gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . The trapdoor is swollen and stuck in its frame, so that a successful DC 12 Strength check is required to pull it open. Below it is a wooden staircase that descends 15 feet into the undercroft (area E5g
                                                
                                            
                                                
                                                     books: Hymns to the Dawn, a volume of chants to the Morninglord, and The Blade of Truth: The Uses of Logic in the War Against Diabolist Heresies, as Fought by the Ulmist Inquisition, a strange book that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
                                                
                                            
                                                
                                                     (Investigation) check realizes that brown and green dots indicate fresh troops, and red and gray dots indicate injured or flagging ones. Indication of Status. The distribution of dots shows the overall state
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope
                                                
                                            
                                                
                                                     word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     or raised. The true monster of the mine reveals itself M7. Bucket Lift Landing The mechanism creaks as the bucket lift descends to the floor of a small cave where two dusty tunnels lead in opposite
                                                
                                            
                                                
                                                     enter the cave. If either one is injured, they immediately have a change of heart and flee through the tunnel to the north that leads to level 3. M10. Underdark Shaft, Level 3 The tunnelâs downward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
                                                
                                            
                                                
                                                     coffer without disarming the trap, or failing to disarm it, triggers the trap. When the trap is triggered, a short blade thrusts from the coffer, stabbing any creature next to the cofferâs lock. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     descends at a slight angle toward the false tomb (area P12). A musty smell pervades the hall, and dust covers the floor. P9: Great Worship Room The walls of this room are lined with seven statues of
                                                
                                            
                                                
                                                     angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridorâs northern opening. Dust
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
                                                
                                            
                                                
                                                    -foot-diameter, circular platform made from oak beams held together by iron bands and rivets. The platform ascends and descends the shaft constantly, powered by a wooden water wheel located behind an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     in the west wall opens into a shaft that descends 30 feet. This shaft once held a magical lift that the duergar miners used as transport into the mining tunnels, but the lift has since fallen into
                                                
                                            
                                                
                                                     the churning lava below washes over the stone bridge. At the far end is an obsidian pyramid. Its faces bear relief carvings of ancient dwarves feasting, celebrating, and tending to their injured. Its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     that descends a flight of stairs into a small chamber. Light from outside slants into the room through a series of narrow embrasures.
 The area is littered with well-gnawed bones, cobwebs, and rat
                                                
                                            
                                                
                                                     northern door. A gate of wrought iron stands in the western wall.
 In the center of the floor, a natural rift descends sharply. Dozens of stone steps lead down into darkness. You can hear the distant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Crocodile. None of the traps in the shrine will be triggered by two characters who are imitating Man and Crocodile, with one riding on the otherâs shoulders. Those characters can still be injured by a trap
                                                
                                            
                                                
                                                     the check with disadvantage. 6B. Blade Trap The ceiling here is 23 feet high and draped with cobwebs. Each individual that passes through this section of the corridor has a 50 percent chance of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     injured wizards retreated here to rest, but the maze entrapped them. All five died while being absorbed. B5: Tumor Garden Several fleshy lumps in the floor rise like stalagmites to heights of two or
                                                
                                            
                                                
                                                     well; only creatures who venture deep into the room can see it. The hole is 6 feet across. A rope tied to one of the worktable legs descends into the hole. B17: Dragonâs Den The rope looped around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     descends 1 foot for every 10 feet of horizontal distance covered. At the end of the flight, the wearer lands on its feet and the glider is intact. If the wearer tries to accelerate the rate of descent
                                                
                                            
                                                
                                                    -square shaft plunges into darkness. The sound of slowly dripping water echoes up the shaft. Characters who have darkvision or a sufficient light source can see that the shaft descends 40 feet to some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     total of 13,000 cp). Opening the second chest triggers a scything blade trap that targets the opener (+7 to hit), dealing 10 (3d6) slashing damage on a hit. With a successful DC 20 Wisdom (Perception
                                                
                                            
                                                
                                                     creature that falls in takes falling damage plus 11 (2d10) piercing damage from the spikes. The spikes are also poisoned, so someone injured by them must make a DC 15 Constitution saving throw, taking 22
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the dais is a sun blade placed there by Valin. It came into her possession years before, after she had received two visions about itâone in which she used the weapon to slay a great enemy, and one in
                                                
                                            
                                                
                                                     level is a diamond-shaped pit that descends some hundred feet. Flanking the opening are two tall, crystalline figures whose amber eyes watch you.
 The crystalline figures guarding the pit are two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L3: Guano-Covered Cave The floor of this vaulted cave is covered in pungent piles of bat guano. Large leather
                                                
                                            
                                                
                                                     by surprise. With 5 minutes of work, the characters can clear enough of the rocks to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to the greater
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     slender-bladed Giant Slayer (shortsword). The swordâs name (âLongtoothâ) is engraved into the blade in Gnomish. Once the golem is destroyed, the sword can easily be freed from its chest. L4: Guano
                                                
                                            
                                                
                                                     to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to area G1 of the greater caverns (detailed later in this adventure). Hollow Boulder. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . He is badly injured and has 1 hit point remaining. Wulgreda and Gervor are happy just to be released, although they ask the party to help them get to safety. Orna wants to go her own way, but she is
                                                
                                            
                                                
                                                     groaning of a giant fills the air, reverberating within the chasm.
 The alarm alerts cultists in area B18, who awaken, arm themselves, and move to watch for new arrivals. The staircase descends to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     into one side of the shaft. It descends to a tunnel, 10 feet wide by 10 feet high, that leads to another identical vertical shaft that ascends into area 34. The tunnel and the shafts have neither light
                                                
                                            
                                                
                                                     blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
                                                
                                            
                                        






