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Returning 35 results for 'dropping stone'.
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Monsters
Mythic Odysseys of Theros
failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the
up to her speed without provoking opportunity attacks.
Snaky Hair. Hythonia makes one attack with her snaky hair.
Petrified Earth (Costs 2 Actions). Hythonia causes stone spikes to erupt from the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brazier lights its fire. No ingredient is required. Fjell (Mountain). Dropping a stone or a pebble from a mountain into this brazier summons forth its fire. Dod (Death). Dropping a Tiny, dead creature, or
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that keep the portcullis from dropping. A knock spell also raises a closed portcullis. Ramps In place of stairs, the temple has stone ramps, which snake-bodied yuan-ti find much easier to climb
Temple Features Ceilings Unless otherwise noted, chamber ceilings are 20 feet high and corridor ceilings are 10 feet high. Doors Doors are made from worked stone, with 4-inch-wide holes spaced along
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from the standing stone.
Transmutation Your skin turns blue for the next 24 hours. A remove curse spell ends the effect on you.
Development Dropping its disguise, the barlgura demon implores
A Wizard’s Theory The wizard claims that each standing stone is keyed to one of the eight schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
the room is a stuffed tiger, posed as if on the prowl. The tiger’s left ear has been torn off, leaving a jagged scar on the head. Also near the middle of the room stands a stone statue of a tiger
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remain here, dropping onto creatures only when the giant commands them to do so. area 11 2 black puddings The puddings remain here. area 12 1 roper The roper remains here. area 13 2 stone giants The
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
6. Hallway This hallway slants down sharply toward area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation
creature that fails to escape is inside the boulder when it hits, and is caught in an explosion of bones and stone, taking 14 (4d6) bludgeoning damage and 14 (4d6) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Steelshadow V, the cultists plan to inflict a curse on the stone giants of Clan Cairngorm that causes them to grow second heads, driving them insane. WHORLSTONE TUNNELS: GENERAL FEATURES
The following
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Shaking Loose The engine, which weighs two tons, is ordinarily set on a solid stone surface. Being wedged partway down a crevasse makes its operation more problematic. When the engine is activated
Engine slides down the crevasse, dropping 10 feet toward the magma each round. Any creature on the engine must make a successful DC 15 Dexterity saving throw each time it drops down to avoid being
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6. Hallway This hallway slants down sharply towards area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation
creature that fails to escape is inside the boulder when it hits, and is caught in an explosion of bones and stone, taking 14 (4d6) bludgeoning damage and 14 (4d6) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damage threshold of 10, 25 hit points, and immunity to poison and psychic damage. Destroying three or more 10-foot-square sections causes the remainder of the glass floor to shatter, dropping all
pushes open easily. 21b. Nimoar’s Shield This room appears empty except for dust and cobwebs. A thorough search reveals a stone peg protruding from the middle of the east wall at a height of 6 feet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
horsetails and arum lilies. Five archways open into darkness at the base of the ruin. Mounted above the central arch is a stone plaque bearing a cuneiform inscription.
The shrine to the trickster god Wongo
portcullis from dropping by jamming it with at least two iron spikes. 12A. Cracked Obelisks Creatures that pass between these two obelisks hear in their heads a cacophony of shrieking monkeys. The sound
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the outpost overhead, hidden in the darkness above the range of torches and lanterns. The giant spiders also serve as guards, dropping down on their web strands to prey upon creatures that find their
.
Stairs. These 5-foot-wide stairs are carved into the stone sides of the cavern between several of the cave entrances.
Bridges. Bridges of spider-silk rope connect the walkways to the guard tower
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. At the chamber’s center, a thick, foul-smelling mist billows from a shallow pool of brackish liquid. Something large and scaly lies within. Beyond it stands a sculpted pillar and a broad stone table
skin shed by the spirit snake Chimagua. The stone table bears two empty stone candle holders. Tainted Mist. The same tainted mist from area A3 fills this chamber and the tunnel leading back to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wisdom (Perception) check. Pulling aside the heavy undergrowth, you uncover an archway in the cliff face. Stone skulls peer down from the lintel, and old bones litter the threshold. As light strikes the
for tracks discovers boot prints leading into the tomb. The tracks are not recent and belong to the last group of treasure seekers to enter here. 4A. First Puzzle Door A slab of worked stone blocks
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
competitor is disqualified. The first competitor to reach the other end of the lava field without dropping the boulder wins the contest. The lava field is a smooth tract of hardened lava that still smolders
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
cave, it hides behind one of the large stone columns and watches them, attempting to use its Weird Insight (see the creature’s stat block) to discern the characters’ secrets. The nothic communicates
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flanked by a pair of twenty-foot tall stone statues of rough-hewn humanoids, their faces grim masks of forbiddance. Next to each statue is a human guard encased in stone armor.
Two Black Earth
mouth atop its stony ovoid body. Casually dropping gemstones into the creature’s gaping mouth is a creepy-looking earth cultist.
A stonemelder (see chapter 7) named Keltar keeps vigil with a xorn he
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
gaining Pharika’s favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone
turn to stone. Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a DC 19 Constitution saving throw or become poisoned for 8 hours. An
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
another encounter or event offering a distraction.
For example, a wandering stone giant, a purple worm, or a pack of savage gnolls whipped into a frenzy by Yeenoghu might show up just as the drow
tunnel between the party and their pursuers, and dropping the pursuit level by 1 or 2.
Don’t do this so often that the players feel they haven’t earned it, but use it as an option to keep the pursuit going rather than coming to an anticlimactic conclusion.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
walls of the cavern. When White Maw drops to 0 hit points, cracks shoot through the smooth white stone, which collapses to white dust, exposing the exits and dropping the characters 1 foot to the
Pools and to the Blood Pools. 62. Ooze Temple This chamber has stone benches, columns, and a raised altar, all suggesting it might have once been a temple or forum. Skeletons are arrayed across the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the restoration and subsequent fall of that fabled city. Even where stone is employed in construction, ivy and other living plants grow through, over, or around most structural elements, giving most of
the mythal. Should a foe try to traverse the Moonbridge, the span can be willed (by the city’s rulers, and certain others specially attuned to the mythal) out of existence, dropping attackers into the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
instead: The passage opens into a large, dark cavern filled by a subterranean lake. At the east end of the lake, a torch illuminates a stone quay with a ten-foot skiff tied up alongside it. The west end
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tomb Locations The areas of the tomb are keyed to map 7.3. Dyson Logos Map 7.3: Tomb of Wayward Souls View Player Version T1: False Entrance This wide corridor ends at two stone doors with metal
creature that steps inside the corridor triggers a trap. When the creature touches the corridor floor, the floor tiles depress, and a slab of stone lodged in the ceiling lowers to the ground, sealing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. When the characters open the door, read the following: The
door opens onto a five-foot-wide landing that is fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
identification varies by ward and neighborhood (including brass plates, carvings in stone, and stencil-painted wooden signs), but street names are typically displayed on the corners of buildings at intersections
Mount Waterdeep provides a useful landmark for general orientation. It stands stark across the skyline to the west, its far slopes dropping right into the sea. A spur of the mountain juts inland, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rowboats are tied off to a short dock. North of the camp is a ridge, built into which is an 80-foot-tall stone statue carved to look like a man with a crocodile on his back. Between the statue’s feet is a
stone archway leading to a dark tunnel. To the left of the statue is a crude animal pen with a small, panicked bird running around inside it. There are no other signs of life.
When the Order of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
room’s upper reaches, overlooking the floor. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier.
This chamber is home to a
intruders that enter the area before dropping down to strike. Characters in the hall must succeed on a DC 14 Wisdom (Perception) check or be surprised. The grick knows that goblins are not to be eaten unless
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
stone brazier.
This chamber contains a grick—the special pet of the goblin Lhupo (area 9). The grick likes to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the
room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick’s Dexterity (Stealth) check to the characters’ Wisdom (Perception) checks (or their passive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone column in the middle of a glowing mere.
The natural column rises 20 feet and is slick with water and fungus, so it requires successful DC 15 Strength (Athletics) checks to climb unaided. The
loud enough that sounds of combat in this cave can’t be heard elsewhere. N16. Tortured Cavern The walls have a smoothed, rippled look about them, as if the stone was melted. Squat stalagmites and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
sturdy and lasts until the key is removed from the statue. D2: Rotunda Ruins Broken stone lines this plaza—fragments of elegant statues, once-magnificent pillars, and shining marble walls. At the center, a
whispers come from inside this ruined tower. Gaps in the stone are patched over with wooden planks and threadbare cloth.
Three kobolds (Ekrash, Erp, and Hev) and two winged kobolds (Nuhro and Snirke
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
N2. Blue Water Inn Gray smoke issues from the chimney of this large, two-story wooden building with a stone foundation and sagging tile roof, upon which several ravens have perched. A painted wooden
reports to Urwin at once. N2a. Well A 3-foot-high stone rim surrounds the mouth of this 40-foot-deep, moss-lined well. The inn draws fresh water from this well. N2b. Outside Staircase A wooden staircase
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Kennel Just inside the cave mouth, a few uneven stone steps ascend to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end and is filled with the
. Sildar takes 3 (1d6) bludgeoning damage, dropping him to 0 hit points if he hasn’t received any healing. A character can help Sildar with a successful DC 10 Wisdom (Medicine) check, a healer’s kit, or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 3. Yard and Cistern A low, unfinished stone wall encloses a broad, sandy yard abutting an open vista of beach and sea. A small tower accessible by an external stair rises against the hermitage’s
doorway has been bricked up to the south.
The inhabitants of the hermitage use this room as a dump and privy, dropping their refuse through the trapdoor above. They bricked over the arrow slits and