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Returning 35 results for 'falls hear'.
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Monsters
Keys from the Golden Vault
Ashen Creature. When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground.
Brave. The knight has advantage on saving
can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one
Monsters
Waterdeep: Dragon Heist
dies or falls unconscious.
Taunt (2/Day). Kalain can use a bonus action on her turn to target one creature within 30 feet of it. If the target can hear Kalain, the target must succeed on a DC 12
Magic Items
Dragonlance: Shadow of the Dragon Queen
destroyed if reduced to 0 hit points.
The sensation of being attuned to a flying citadel helm is akin to the pins-and-needles effect one experiences after one’s arm or leg falls asleep, but not as
or oars can be used to maneuver a seafaring ship.
At any time, you can see and hear from the highest point outside the citadel as though you were at that location.
If no creature attuned to the
Magic Items
Spelljammer: Adventures in Space
’s arm or leg falls asleep, but not as painful.
While attuned to a spelljamming helm and sitting in it, you gain the following abilities for as long as you maintain concentration (as if
the way that a rudder or oars can be used to maneuver a seafaring ship.
At any time, you can see and hear what’s happening on and around the vessel as though you were standing in a location of
Satyr (Variant)
Legacy
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Monsters
Monster Manual (2014)
charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described
minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
Frightening Strain. The creature is frightened for 1 minute.
Gentle Lullaby. The creature falls
monsters
", "rollType":"damage", "rollAction":"Death Flare", "rollDamageType":"Fire"} Fire Damage. Failure: Half damage. Failure or Success: Anything Nox is wearing or carrying falls to the ground unharmed
: Darkness, Detect Magic, Minor Illusion
1/Day: Shatter Unnerving Riff (2/Day). Trigger: A creature that can hear Nox and that Nox can see makes a D20 Test while Nox is holding a musical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(each marked with an X on map 10).
Muiral collected the skulls long ago, and the drow have chosen not to disturb them. A creature that approaches within 5 feet of a pile can hear faint, dying screams emanating from the skulls. A skull removed from a pile falls silent.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D2. Will-o’-Wisps The tunnels around the spiral staircase are haunted by three will-o’-wisps. The wisps are invisible until they hear intruders coming down the stairs, whereupon they illuminate and
move to the far side of the three concealed pit traps (area D3), hoping to lure intruders to their doom. Each wisp has its own pit and attacks any character who falls into it. A wisp reduced to 7 hit points or fewer turns invisible on its next turn and flees to hide until the characters leave the barrow.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D2. Will-o’-Wisps The tunnels around the spiral staircase are haunted by three will-o’-wisps. The wisps are invisible until they hear intruders coming down the stairs, whereupon they illuminate and
move to the far side of the three concealed pit traps (area D3), hoping to lure intruders to their doom. Each wisp has its own pit and attacks any character who falls into it. A wisp reduced to 7 hit points or fewer turns invisible on its next turn and flees to hide until the characters leave the barrow.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, the characters hear a blood-curdling scream as his soul is dragged into the Abyss. All the victims of sereno are immediately freed from the curse, but Doña Rosa falls into despair and refuses to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, the characters hear a blood-curdling scream as his soul is dragged into the Abyss. All the victims of sereno are immediately freed from the curse, but Doña Rosa falls into despair and refuses to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Gith about which one of them deserves “Al’chaia’s magic books.” If attacked, Kr’rison and Vlaadric fight together until one falls. The other then retreats to area 27. Treasure Kr’rison’s plate armor is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Crickets The characters hear the incessant chirping of crickets as they approach this 20-foot-high cavern. The area has the following features: Web Cables. Both tunnels leading to the cavern are
. A creature that falls through the open door drops 10 feet and lands on the claw-shaped rock formation in area 14, taking 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Gith about which one of them deserves “Al’chaia’s magic books.” If attacked, Kr’rison and Vlaadric fight together until one falls. The other then retreats to area 27. Treasure Kr’rison’s plate armor is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Crickets The characters hear the incessant chirping of crickets as they approach this 20-foot-high cavern. The area has the following features: Web Cables. Both tunnels leading to the cavern are
. A creature that falls through the open door drops 10 feet and lands on the claw-shaped rock formation in area 14, taking 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
characters reach the midpoint of the hall from either direction, read: You hear a scraping sound of stone against stone, followed by the squeaking of a bat. In the direction of the noise, you see the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
characters reach the midpoint of the hall from either direction, read: You hear a scraping sound of stone against stone, followed by the squeaking of a bat. In the direction of the noise, you see the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
magic if a detect magic spell is cast upon it. Sounds from Beyond. A character who listens with an ear to the door will hear far-off music and happy singing, obviously coming from the other side of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-needles effect one experiences after one’s arm or leg falls asleep, but not as intense. While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you
citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship. At any time, you can see and hear from the highest point outside the citadel as
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-needles effect one experiences after one’s arm or leg falls asleep, but not as intense. While attuned to a flying citadel helm and sitting in it, you gain the following abilities for as long as you
citadel, albeit in a somewhat clumsy fashion, in much the way that a rudder or oars can be used to maneuver a seafaring ship. At any time, you can see and hear from the highest point outside the citadel as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) score of 12 or better can hear the roar of a waterfall ahead. A successful DC 14 group Strength (Athletics) check is necessary to steer or swim away from the falls. Otherwise, the characters go over
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) score of 12 or better can hear the roar of a waterfall ahead. A successful DC 14 group Strength (Athletics) check is necessary to steer or swim away from the falls. Otherwise, the characters go over
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is triggered. Falling Door Trap. If the characters set off the trap by activating the pressure plate in the floor, they hear a click and then a crash as both portcullises, made of timber bound in
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its tone of greatness and despair. Seated at the organ, facing away from you, a single caped figure pounds the keys in raptured ecstasy. The figure suddenly stops, and as a deep silence falls over the
rises up and roars through the hall, putting out all open flames. The characters hear the screech of ancient hinges and the solid thud of many heavy doors slamming shut, one after another, into the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Banshee When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as
releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
its tone of greatness and despair. Seated at the organ, facing away from you, a single caped figure pounds the keys in raptured ecstasy. The figure suddenly stops, and as a deep silence falls over the
rises up and roars through the hall, putting out all open flames. The characters hear the screech of ancient hinges and the solid thud of many heavy doors slamming shut, one after another, into the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Banshee When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as
releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is triggered. Falling Door Trap. If the characters set off the trap by activating the pressure plate in the floor, they hear a click and then a crash as both portcullises, made of timber bound in
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
within the Spire d4 Sight 1 A statue of a giant, three-eyed horse juts from a cavern wall. It’s so heavily eroded, it looks melted. 2 As the party skirts a vertical hollow, a body falls past them
and psychic damage. If any segment of the bridge is destroyed, the entire structure crumbles, causing creatures on it to fall. This part of the Spire has no ceiling or floor. Any creature that falls
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
overboard and falls into the frigid water.
3 The plesiosaurus surfaces 10 feet away from a boat and takes a bite out of it, using its 10-foot reach. (If the characters have multiple boats
boat capsizes, and every creature in it falls into the frigid water.
5–6 The plesiosaurus leaves without so much as a hello.
Talking to the Plesiosaurus Although the plesiosaurus gives no
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Stone Blocks If the characters haven’t confronted the Uthgardt barbarians in area 4, they hear the barbarians’ grunts when they reach this point. The tunnel is 40 feet wide, 40 feet tall, and
buried in the mountainside. When the lever in area 2A is moved to the down position, the block of stone closer to the entrance (area 1) falls, sealing off the tunnel. When the lever in area 2B is moved
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the ceiling. Twenty feet ahead, arched doorways lead downward from each side of the hallway. In each arched doorway, an iron door stands closed and partially submerged. You hear a weak cry for help
pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the ceiling. Twenty feet ahead, arched doorways lead downward from each side of the hallway. In each arched doorway, an iron door stands closed and partially submerged. You hear a weak cry for help
pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It