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Returning 35 results for 'dwarf standing rules'.
Monsters
Curse of Strahd
Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.18–19: Standing Leap. The mongrelfolk’s long jump is up to 20
example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
At 1st level, you choose 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
Monsters
Bigby Presents: Glory of the Giants
Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it.
Regional Effects
The region surrounding a
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Monsters
Bigby Presents: Glory of the Giants
creatures standing on it.
Regional Effects
The region surrounding a scion of Thrym is altered by the giant’s magic, creating one or more of the following effects:
Biting Chill. Extreme cold
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
monsters
. Wilfred makes one Object Slam attack.Lord Wilfred Godefroy rules the afterlife of all who die in Mordent. Arrogant, impatient, and vengeful, the Darklord seeks any opportunity to exert his control and
reinforce his undying noble standing.
Lord Godefroy haunts the House on Gryphon Hill, along with countless other spirits. Wilfred can send mobs of obedient spirits to do his will anywhere in the domain
Half-Elf
Legacy
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
glowing quartz pillars cast bright light throughout the room.
Mannequins. Twenty dwarf-sized wooden mannequins stand in two rows of ten in the middle of the room.
Racks. Stone racks mounted on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Gate to the Stone Bridge Standing Gate. Two 15-foot-tall standing stones are positioned near the west wall of this 20-foot-high room.
Bas-Relief. Spanning the wall behind the standing stones is
a bas-relief depicting an armored dwarf with a greataxe fighting a hill giant atop a long, flat bridge.
The bas-relief depicts Torhild Flametongue, king of the ancient dwarven kingdom of Besilmer
Orc
Legacy
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Species
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
dwarfhold, the orcs will butcher any dwarf that stands against them, but it’s really all about the property—they would be just as happy if all the dwarves ran away.
Strength Respects
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
secret door that leads to area 8b.)
Wooden Donkeys. Standing around the room are five crude wooden constructs resembling donkeys. Each of these magic dummies has a body made of a wooden keg turned on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
48. High Priest’s Quarters Alcoves. Seven empty alcoves stand along the walls.
Marble Bed. A white marble bed stands in the middle of the room, its corner posts carved to resemble dwarf warriors
standing at attention.
Dead Duergar. At the foot of the bed is a stone trunk, its lid thrown open. The legs of a dead duergar stick out of the chest. Her war pick lies on the floor nearby.
The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Half-Elf Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Half-Elf Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
marked by an easy grace — an elvish grace, Flint would have said; yet the man’s body had the thickness and tight muscles of a human, while the facial hair was definitely humankind’s. All the dwarf
Compendium
- Sources->Dungeons & Dragons->Divine Contention
has vague, prophetic dreams of adventures to come. For instance, the character might view storm clouds swirling over Leilon, a galleon made from bones, or a glowing statue of a dwarf standing in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
standing on the cutting edge of the adventuring business, the brand precedes you. And sure, sometimes the blades on the cutting edge are kind of sharp. But with Head Office at your back, you know you have
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
dreams of adventures to come. For instance, the character might view storm clouds swirling over Leilon, a galleon made from bones, or a glowing statue of a dwarf standing in a canyon. At the end of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over the centuries in a cycle of invasion by enemies, followed by
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
play an all-dwarf party or a troupe of adventuring entertainers. Character Options Races Classes Backgrounds Dwarf Bard Acolyte Elf Cleric Criminal Halfling Fighter Entertainer Human Rogue Sage
— Wizard Soldier While your players follow the steps of character creation as outlined in the Basic Rules, pay attention to the choices they make. The backgrounds they choose define who their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Serpent Gate These 10-foot-high side caverns feature a standing gate that grants access to level 11. Strikingly beautiful carvings of serpents decorate the walls of these caverns. 18a. Trapped
attacking. The pressure plate can be disabled with a successful DC 15 Dexterity check using thieves’ tools. 18b. Standing Gate to Level 11 Two pillars with giant stone snakes wrapped around them rise from the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the
naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s magic gates (see “Gates”). The space inside the arch bears a bas-relief of a female dwarf standing with her eyes closed. A large keyhole is carved into the head of a stone hammer she clutches to
a flagon. Its rules are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 12th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, gold dwarves tend to be more optimistic than their shield dwarf cousins, but they’re still standoffish and prideful as only a dwarf can be. They believe their race’s stable history is the result of their
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
mirror with an engraved stone frame. This mirror is one of Halaster’s magic gates (see “Gates”).
Dwarf Remains. The badly rotted corpses of four dwarves lie in a semicircle in front of the mirror
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
10. Upstairs Quarters This upstairs hallway is structurally similar to area 8, except that much of it has collapsed, leaving a few rooms to the east and west for the characters to explore. Standing
introduction. The sack also contains a shard of the ise rune (see appendix B) and three severed, frozen dwarf heads (two male and one female). One of the heads has ten gold teeth (worth 1 gp each).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple, since the dwarf priests of Abbathor relied on darkvision to see.
rubble pile while keeping an eye on the temple entrance (area E4). Each is a shield dwarf commoner who speaks Common and Dwarvish, and who has darkvision out to a range of 60 feet. Dazlyn is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phrase in Common: “The gate cannot hide from those it cannot see.”
While in this room, dwarf characters can sense the immense weight of the mountain gently pressing down on them and realize
came here to learn secrets and receive divine guidance. While attuned to the room and inside it, a dwarf can cast the divination spell at will. Answers provided by the spell come from an unknown source
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
following riddle in Common before vanishing: A crown festooned my dwarven brow.
I rest beneath the mountain now.
Who am I? The answer is “Melair,” the dwarf king who is buried on level 6. The characters
can use divination magic to determine the correct answer if they can’t work it out. Speaking Melair’s name aloud while standing in the room causes the symbols on the pillars to glow bright colors