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Returning 25 results for 'fail height'.
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fall height
fact height
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facial height
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Magic Items
Bigby Presents: Glory of the Giants
harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the
personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
Spells
Elemental Evil Player's Companion
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The
requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Overgrown Tunnel The fungi in area 10 have spread throughout this tunnel. A forest of sticky mushrooms ranging in height from a few inches to 3 feet tall covers the floor, and the fossilized
13 Wisdom (Perception) check. Those who fail the check are surprised when two black puddings boil out of crevices in the floor and attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ships’ figureheads (see area J8) fail to hold up to physical inspection, meaning that characters who interact with crew members have a chance to notice the illusion. For example, a character who grabs one
illusory form of a human of the same gender, height, and weight, because of the magic of the ship’s figurehead.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save. If a pillar is prevented from reaching its full height because of a
you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
maximum height of 60 feet above the pool’s surface. If the characters take this upper path, the water weird attacks them when they are 30 feet above the surface of the pool, as it was bound here to
Wisdom (Perception) score. If more than half the characters fail the check, the water weird notices them and attacks. If the characters are attacked by the water weird while following Droki, the wily derro realizes he’s being shadowed and makes a run for it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d12 Height = 6 feet + your size modifier in inches Weight in pounds = 200 + (2d6 × your size modifier
. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d4 Height = 3 feet + 5 inches + your size modifier in inches Weight in pounds = 35 + your size modifier
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Most of the hallways have 20-foot ceilings. Some rooms have ceilings of 20 to 40 feet in height. Doors. Doors are made of beaten bronze or slabs of stone. While heavy, they can be opened without a check
character knows the shims aren’t properly placed. If the check fails by 5 or more, the character doesn’t realize the shims will fail to hold up the plate. ABOUT THE ORIGINAL
The Hidden Shrine of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. For the height of the sea caves (areas 49, 50, 51, and 52), see the area descriptions. The doors in the lair are closed and not locked, except where otherwise noted. All gates and doors (except those
by a thin mat of dried mud and leaves. Noticing a bog pit requires a successful DC 14 Wisdom (Survival) check; characters trained in Survival gain advantage on this check. Creatures who fail to notice
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ticket punch. There are eight giant dragonflies (see appendix C), which are trained to fly their riders in a lazy figure eight around the carnival’s thoroughfare, at a height of 20 feet. A character who
(Animal Handling) check. The carnival’s mood rises by 1 step (see “Tracking Mood” earlier in the chapter) if a character succeeds on this check. If the characters fail to rescue the dwarf, he tumbles from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
stabilized. If you fail three death saving throws, you die and can be resurrected only by the Wish spell. Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the lodge is built for giants and therefore quite large. The ceilings inside soar to a height of 30 feet. Map 1.8: Frost Giant Ice LodgeView Player Version The following locations are keyed to map
frozen corpse or leaving a gift, but otherwise expects the characters to withdraw from its presence so it can mourn in private. If the characters fail to calm Norsu or flee from it, the mammoth charges
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Winding Way are denoted by letters on the map. Each type is described below. A. Trip Wire A wire stretches across the floor at ankle height. A character who has a passive Perception score of 16 or higher
the gas’s area must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save or half as much on a successful one. Creatures that fail this saving throw are poisoned for 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
needed to climb a ledge solo, but the ledge’s height makes it difficult to see what lies ahead. A rider/carrier team probably is tall enough to see over a ledge, but to climb it, the carrier must make a
hall from area 6D. The wooden door at area 6D has a similar four-by-four pattern carved into it. A character atop someone else’s shoulders can see the entire pattern, but a person of normal height
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
passage. (See chapter 7 for the cultists’ statistics.) The guards attack intruders who fail to use the pass phrase, “Hail the heart of fire!” Brass Plate. A small brass plate is embedded in the north
try to escape. Otherwise, they remain motionless. Fumes. Due to the height of the room relative to the rest of the node, toxic fumes collect here. Whenever a creature starts its turn inside the room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wooden chests sits atop the ledge. (One chest is real. The other is a mimic.) Ledge. There’s no easy way to access the ledge, which is 8 feet away from the landing and at the same height. Characters can
height, set at regular intervals along the length of the passage. A flesh golem stands in front of the door to area K18. A one-way secret door is set into the innermost wall. Golem Trap. The flesh golem
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noises, the bats settle back into their roosts at the end of the round. They don’t pursue creatures beyond the corridor. L10: Long Gallery The cavern widens into a gallery of considerable height and
other fantastical shapes in vibrant hues.
Zoltan Boros Adventurers clash with the behir Lludd in his lair within the Lost Caverns The ceiling of this colorful cavern rises to a height of 50 feet
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cave animals scurry about, feeding on the mushrooms.
The ceiling of this long cavern rises to a height of 50 feet. Careful examination of the floor reveals many cracked bone fragments among the
the characters, Iggwilv built a fail-safe into the pentacles when she created them ages ago in case her enemies ever tried to use them against her. A Levitate spell allows a creature imprisoned in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
round. They don’t pursue creatures beyond the corridor. L11: Long Gallery The cavern widens into a gallery of considerable height and length. Clusters of small fungi grow throughout the chamber, and odd
20 Intelligence (Investigation) check. The nobles, however, fail to hold up to physical inspection. A character who touches a noble automatically succeeds on this check. Poisoned Feast. The food and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
monstrous creature about ten feet in height steps forward, a massive axe in one hand. Two huge wolves strain atchains held closely in its other hand. “You think to challenge the Great Ulfe?” the creature
Door. The chamber he claims as his own once belonged to the dwarf watch-captain. If the characters fail to open the door on the first attempt, Great Ulfe is alerted to their presence. He releases his
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
poorly, for how could she know that Hekaton has been abducted? If the players fail to pick up on her self-incriminating words, have Serissa and all characters present make a DC 15 Wisdom (Insight) check
submerged chamber has a 50-foot-high pyramidal ceiling, with walls that taper inward beginning at a height of 30 feet. Harmless bioluminescent jellyfish dimly illuminate a 40-foot-tall statue of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to
— a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the
removed them. Belak wanted them, and that’s the last I’ve heard about that.”
Development. If the characters fail to suggest it, Erky Timbers asks to join the party as a temporary member. The gnome serves






