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Returning 32 results for 'either recalls'.
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either realms
either recall
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Spells
Player’s Handbook
. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls
the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point
Dream
Legacy
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Spells
Basic Rules (2014)
target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you
cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, fighting a mortal enemy atop the Stone Bridge, a monument that spans the River Dessarin to this day. With a successful DC 20 Intelligence (History) check, a character recalls the legendary battle and
the king’s fate (he was struck from the bridge and fell to his death). If a creature uses a finger or a staff to trace Halaster’s rune on the surface of either of the standing stones, a gate forms
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the
dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
acquire the gems, during which time he insists that the cauldron remain in Easthaven’s Town Hall, under guard in area T17. The characters can either let four members of town militia (tribal warriors
) watch over the cauldron, or they can protect it themselves. Danneth is satisfied either way. Speaker Danneth Waylen Zhentarim Thieves News of the cauldron reaches Speaker Naerth Maxildanarr of Targos
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the coyotes. If the characters didn’t enter the fields, a moment later, an old man stumbles from amid the crops and falls into the road. Three massive coyotes are soon upon him. In either case, the old
it’s part of another pact. It’s not far from Uncle Polder’s, but people in the Rattle mostly stick close to home. The farmers of the two pacts don’t interact often. Uncle Polder recalls helping
Compendium
- Sources->Dungeons & Dragons->Monster Manual
inspire what a naga knows. Guardian Naga Lore 1d8 The Guardian Naga Recalls... 1 The last words of an ancient sage or leader. 2 The location of a hidden city or continent. 3 A magic word, password, or
6 version), Flame Strike (level 6 version), Geas, True Seeing
Guards Sentries and Watch Members
Habitat: Any; Treasure: Armaments, Individual
Guards protect people, places, and things, either
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
niches in the south wall hold weapons.
The werebats either attack intruders in bat form or drop to the floor, assume goblin form, and arm themselves. Each of the three niches contains a scimitar, a
drawings are crude renderings of the green dragon Valdemar, the archdruid Wyllow, and her tree-like tower. One werebat points to specific drawings as it recalls the story of how the goblin tribe
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
erupt from the skull to complete its ghastly transformation. Legacy of Life. A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past
, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
an odd, tattered hat. With a successful DC 15 Intelligence (Investigation) check, a character recalls the hats worn by the wizards on the murals in the Hall of Rainbows. (One or more players might
work on them. If the characters antagonize the flameskulls or fail to communicate with them, the flameskulls either attack or flee to alert Helmdar, the storm giant skeleton in area V1.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a hairpiece. The statues on the right depict a drow wearing a scarf, a burly human in a tuxedo, and a high elf in a cowl.
With successful DC 15 Intelligence (History) check, a character recalls that
dwarf “coat racks” are moving slightly. Both are designed to serve as attendants and use the duodrone stat block. Without professors to control them, the coat racks attack the characters either when
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
station’s actions regardless. A character that takes the Study action and succeeds on a DC 9 Intelligence (Arcana) check recalls not only that a pilot must bear a Mark of the Storm, but also that House
, the ship can be righted, and the other characters can operate one of the Recluse’s five other crew stations: four Arcane Launchers (two on either side of the airship) and a Sky Veil.
The pirates
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reddish squall emerge in Orthys, the torrid first layer of Carceri. Locals believe the gate is a one-way portal because no one recalls ever witnessing anything crawl out of it. The gate has no guards, as
life are forgotten in Curst, and citizens rarely inquire about one another’s pasts. Such information is either volunteered willingly or loudly proclaimed by officials scouring the town for renegades
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(Investigation) check. Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.
Nothic Crevasse. This steep-sided fissure is 5 to 10 feet wide and 20 feet deep
Intelligence (History) check recognizes the sword and recalls this lore. Sir Aldith died fighting off the orcs that attacked through the hidden caverns below his manor. Talon was lost here until the nothic
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
recalls that this was one of the more prominent slogans the Ashen Heirs were shouting during the incident at Three Suns Square. If the guard sees the characters aren’t wearing efreeti masks or the
that succeed on the saving throw against the explosive runes take half damage and don’t fall. In either case, all creatures in area A2 are alerted to the intruders’ presence. A2: Prayer Hall An
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
’ tools or cook’s utensils to disable the pot, either by relieving the pressure safely or moving the pot off the fire without the lid coming off. The stove has no discernible fuel source or way to turn
captured. It heard the name “Splugoth” used by some of the creatures passing through the horrid inn. Phfffffffft also recalls someone discussing a terrifying guardian that protects “the dimensional
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
dragon too formidable a foe, they may wager their best bet is to either parley with the dragon or flee far enough away from the area that the dragon abandons its pursuit of the airship. Liaising With the
action and succeeds on a DC 13 Intelligence (History) check recalls the prophecy and surmises Brynshal’duun’s dedication to the prophecy’s fulfillment. Reasoning with Brynshal’duun. A character that takes
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
), an Undead former Knight of Solamnia who is now Lord Soth’s standard bearer. When she notices a character, she salutes them and demands they either submit and join the service of her master, Lord Soth
DC 14 Intelligence (Religion) or Wisdom (Insight) check. On a successful check, a character recalls Leedara said the power of the gods could quell the flames, and they remember the dragonlance bears
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
stay at Dragon’s Rest as long as they wish, sleeping either in one of the monastic cells (area A1) or in the temple (area A5) and eating with the rest of the community in the dining room (area A3
Intelligence (History) check recalls hearing of General Varnoth Wender and the Azure Wolves, which was a mighty force in the east about a decade ago. A character with the soldier background succeeds on this check automatically.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
whereabouts, Sirac recalls that Artus had connections to the Roaringhorns, a noble family in Waterdeep. He urges the characters to visit the Roaringhorn estate in Waterdeep and speak to someone there. Fearing
express interest in mounting a search, either for the Dancing Wave or the mysterious vessel, Captain Thunderhale commits his ship and crew for 10 gp per day and two-thirds of whatever spoils are found
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of spears, tridents, and other weapons are arrayed on these racks.
Two large closed coffers sit to either side of the southern archway.
This room is used to store weapons for the sahuagin troops
his pain but do little to reverse his body’s deterioration. Elmo’s Death. Elmo dies as the conversation concludes. Just before he passes, he recalls the summoning of the avatar of Sekolah in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
wares, either shipping them out through the cavern to the south or packaging them for storage in the stronghold. This area is the north end of a large natural cavern, but it has been finished with dressed
construction with a successful DC 10 Wisdom (Perception) check. Any creature, including Ssarnak, can dislodge one end of either bridge, dropping it into the crevasse, as an action. A creature that falls into
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Intelligence (History) check recalls that the knights belong to an order of paladins that battles extraplanar threats. D3: Dining Room Chairs and candelabras accompany a large dining table. The heads of
. A character who inspects the wall and succeeds on a DC 11 Wisdom (Perception) check spots scratches around the plaque that suggest the plaque can be rotated in either direction. Doing so causes the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
advantage on initiative rolls. Either effect lasts until the end of the character’s next long rest. Green Pool. A character fully submerged in this pool must make a DC 10 Constitution saving throw as poison
poison damage. Either effect lasts until the end of the character’s next long rest. Clear Pool. A character fully submerged in this pool must make a DC 10 Intelligence saving throw as the infinite
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Keeper of Stars.
Sit on my throne, disciple, and unravel.
Any character who succeeds on a DC 20 Intelligence (Arcana or History) check recalls that Mazikoth was an elf and a celebrated astronomer who
eaters, though they admit to being fond of root vegetables. If no reciprocation is forthcoming, either in the form of food or other gifts, all three goats bolt away as a galeb duhr erupts from the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Valin’s service, but she recalls no details of the transfer. The ritual likewise leaves no physical signs behind.
Personality Trait. “I serve my masters in faith willingly, and I let fate and faith
compartment in its false back. A character can use an action to try to open this compartment, either with thieves’ tools and a successful DC 15 Dexterity check, or by forcing it open with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and can thereafter be opened and closed without the emerald. A character who succeeds on a DC 16 Intelligence (Arcana) check recalls that emeralds are used to contain water elementals. Whenever a
the altar trap values at 200 gp (see below). Altar Trap. Removing a chest or its contents from a niche causes the altar’s carvings to glow with pale light. Creatures in the room have 1 minute to either
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the east and west walls, which also have door-sized holes smashed through them at either end of the balcony.
The shattered remnants of a large trestle table and a pair of benches litter the center of
succeeds on a DC 18 Intelligence (History) check recognizes “Tammeraut” as a family name, and recalls that it was a noble clan that faded from history years ago. Treasure. Lying atop the bookshelf are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and casts either a green-flamed fireball or a blue lightning bolt at random. Two Dry Cloaks also carries a scroll tube with three spell scrolls: prayer of healing, silence, and stone shape. Lady and
feeling as he recalls hearing Amara worrying about the vault and what might happen to the still-fractious relationship between the families if anything were stolen from it. To appease Amara, he wants to