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Returning 35 results for 'farther fall'.
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Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
farther from the domain of a ki-rin.
Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.
A ki-rin can cast control weather
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as
city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldur’s Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as
city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldur’s Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as
city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldur’s Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as
city of Elturel, capital of Elturgard, is located much farther inland along the River Chionthar. Whereas Baldur’s Gate has a well-earned reputation for being a nest of vipers, Elturel is seen as a beacon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
initiative. On initiative count 10, all characters north of the door fall prone and slide 10 feet to the north. A character can attempt to scramble back up the ramp to the south by making a successful DC 10
11 (2d10) fire damage in the fifth square. Characters who slide farther than that are plunged into a pit of molten lava which will absolutely snuff them out.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
initiative. On initiative count 10, all characters north of the door fall prone and slide 10 feet to the north. A character can attempt to scramble back up the ramp to the south by making a successful DC 10
11 (2d10) fire damage in the fifth square. Characters who slide farther than that are plunged into a pit of molten lava which will absolutely snuff them out.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
initiative. On initiative count 10, all characters north of the door fall prone and slide 10 feet to the north. A character can attempt to scramble back up the ramp to the south by making a successful DC 10
11 (2d10) fire damage in the fifth square. Characters who slide farther than that are plunged into a pit of molten lava which will absolutely snuff them out.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
beam, which is difficult terrain, requires a DC 10 Dexterity (Acrobatics) check. On a failed check, the character can’t move farther during that turn. If the check fails by 5 or more, the character
lock the wheel in place—but doing so causes a portcullis to fall across the entrance to the stairs. The portcullis can be lifted by a character who succeeds on a DC 20 Strength (Athletics) check. Easy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
beam, which is difficult terrain, requires a DC 10 Dexterity (Acrobatics) check. On a failed check, the character can’t move farther during that turn. If the check fails by 5 or more, the character
lock the wheel in place—but doing so causes a portcullis to fall across the entrance to the stairs. The portcullis can be lifted by a character who succeeds on a DC 20 Strength (Athletics) check. Easy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
beam, which is difficult terrain, requires a DC 10 Dexterity (Acrobatics) check. On a failed check, the character can’t move farther during that turn. If the check fails by 5 or more, the character
lock the wheel in place—but doing so causes a portcullis to fall across the entrance to the stairs. The portcullis can be lifted by a character who succeeds on a DC 20 Strength (Athletics) check. Easy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
beam, which is difficult terrain, requires a DC 10 Dexterity (Acrobatics) check. On a failed check, the character can’t move farther during that turn. If the check fails by 5 or more, the character
lock the wheel in place—but doing so causes a portcullis to fall across the entrance to the stairs. The portcullis can be lifted by a character who succeeds on a DC 20 Strength (Athletics) check. Easy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
initiative. On initiative count 10, all characters north of the door fall prone and slide 10 feet to the north. A character can attempt to scramble back up the ramp to the south by making a successful DC 10
11 (2d10) fire damage in the fifth square. Characters who slide farther than that are plunged into a pit of molten lava which will absolutely snuff them out.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hung with frayed, patchwork garments. The line leads to Bavlorna’s cottage. If the tree blight moves more than 5 feet farther away from the cottage, the clothesline snaps in the middle, and the
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hung with frayed, patchwork garments. The line leads to Bavlorna’s cottage. If the tree blight moves more than 5 feet farther away from the cottage, the clothesline snaps in the middle, and the
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hung with frayed, patchwork garments. The line leads to Bavlorna’s cottage. If the tree blight moves more than 5 feet farther away from the cottage, the clothesline snaps in the middle, and the
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hung with frayed, patchwork garments. The line leads to Bavlorna’s cottage. If the tree blight moves more than 5 feet farther away from the cottage, the clothesline snaps in the middle, and the
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
at least 200 feet. In addition to taking 20d6 bludgeoning damage from the fall, the victim must also contend with the frigid water (see “Frigid Water”). Treasure. A thorough search of the roc’s nest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
at least 200 feet. In addition to taking 20d6 bludgeoning damage from the fall, the victim must also contend with the frigid water (see “Frigid Water”). Treasure. A thorough search of the roc’s nest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
at least 200 feet. In addition to taking 20d6 bludgeoning damage from the fall, the victim must also contend with the frigid water (see “Frigid Water”). Treasure. A thorough search of the roc’s nest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
at least 200 feet. In addition to taking 20d6 bludgeoning damage from the fall, the victim must also contend with the frigid water (see “Frigid Water”). Treasure. A thorough search of the roc’s nest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of old age, his walking speed is 20 feet. He is also deaf, can’t see farther than 20 feet, and can’t take reactions. The characters must move at least 10 feet into the room before Ertgard notices them
near the back wall.
The barrels and casks are empty and fall apart easily. The jugs, tankards, and drinking horns are all cracked or otherwise damaged. Nothing of value remains here. G5. Feast Hall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of old age, his walking speed is 20 feet. He is also deaf, can’t see farther than 20 feet, and can’t take reactions. The characters must move at least 10 feet into the room before Ertgard notices them
near the back wall.
The barrels and casks are empty and fall apart easily. The jugs, tankards, and drinking horns are all cracked or otherwise damaged. Nothing of value remains here. G5. Feast Hall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of old age, his walking speed is 20 feet. He is also deaf, can’t see farther than 20 feet, and can’t take reactions. The characters must move at least 10 feet into the room before Ertgard notices them
near the back wall.
The barrels and casks are empty and fall apart easily. The jugs, tankards, and drinking horns are all cracked or otherwise damaged. Nothing of value remains here. G5. Feast Hall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of old age, his walking speed is 20 feet. He is also deaf, can’t see farther than 20 feet, and can’t take reactions. The characters must move at least 10 feet into the room before Ertgard notices them
near the back wall.
The barrels and casks are empty and fall apart easily. The jugs, tankards, and drinking horns are all cracked or otherwise damaged. Nothing of value remains here. G5. Feast Hall
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flee through a secret door (see below). He triggers a rock fall to cover his escape. Larrakh is in disgrace among the Black Earth priesthood after bungling some earlier missions. He is determined to
16). The earth cultists use this passage to enter and exit the tomb, and the Believers have disguised it to keep away the curious. Farther in, the tunnel is partially blocked with dusty canvas, broken
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
then, events such as the growth of Elturgard into a power in its own right, and the recent fall of the Silver Marches, have caused the group to draw in on itself, restricting its membership to powers
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
then, events such as the growth of Elturgard into a power in its own right, and the recent fall of the Silver Marches, have caused the group to draw in on itself, restricting its membership to powers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar alchemist from area 8 joins the fight. If the other duergar fall, the alchemist turns invisible and tries to escape. Fungi Pit The pit is 5 feet deep and filled with various kinds of fungi. It is
been ordered not to explore the rest of the Whorlstone Tunnels, though their leaders sometimes go farther into the tunnels on unknown business.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar alchemist from area 8 joins the fight. If the other duergar fall, the alchemist turns invisible and tries to escape. Fungi Pit The pit is 5 feet deep and filled with various kinds of fungi. It is
been ordered not to explore the rest of the Whorlstone Tunnels, though their leaders sometimes go farther into the tunnels on unknown business.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
then, events such as the growth of Elturgard into a power in its own right, and the recent fall of the Silver Marches, have caused the group to draw in on itself, restricting its membership to powers