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Returning 17 results for 'feet awoken'.
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Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
kobolds who live in the caves. The ice toads likewise repulse him, though they also ignore him. The ice trolls terrify him, and he has awoken several times to find a troll hungrily peering at him from
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
kobolds who live in the caves. The ice toads likewise repulse him, though they also ignore him. The ice trolls terrify him, and he has awoken several times to find a troll hungrily peering at him from
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Imprisonment Level 9 Abjuration (Warlock, Wizard) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Duration: Until dispelled
You create a
gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can’t be awoken. Ending the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bound for Evermeet, and my feet touched its blessed ground! Any who’re knowledgeable about the place might scoff at my claim, and those ignorant of it like as not think the deed not the feat of legend
ears up at every creak of the boards and at each elven voice, but after a time, lulled by the rocking of the sea, I fell asleep. The journey after that has a dreamlike quality. I know I must have awoken
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bound for Evermeet, and my feet touched its blessed ground! Any who’re knowledgeable about the place might scoff at my claim, and those ignorant of it like as not think the deed not the feat of legend
ears up at every creak of the boards and at each elven voice, but after a time, lulled by the rocking of the sea, I fell asleep. The journey after that has a dreamlike quality. I know I must have awoken
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance.
The entry door is unlocked but closed and is too heavy to push open except with 1
commanders (see appendix A) are positioned at the entrance’s arrow slits. The arrow slits are 10 feet above the ground and can be reached from inside Zorzula’s Rest via the spiral staircases in area Z2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance.
The entry door is unlocked but closed and is too heavy to push open except with 1
commanders (see appendix A) are positioned at the entrance’s arrow slits. The arrow slits are 10 feet above the ground and can be reached from inside Zorzula’s Rest via the spiral staircases in area Z2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
momentary flash of dread, as though being awoken by a warning of an ambush occurring nearby. This is a psychic remnant from the mind flayer attack. G14: Toppled Tower The east side of this room bears a
two feet of dark water. The crumbled remains of an old stone table emerge just above the waterline. Four enormous, crab-like monsters skulk around the room.
The water makes this room difficult terrain
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
momentary flash of dread, as though being awoken by a warning of an ambush occurring nearby. This is a psychic remnant from the mind flayer attack. G14: Toppled Tower The east side of this room bears a
two feet of dark water. The crumbled remains of an old stone table emerge just above the waterline. Four enormous, crab-like monsters skulk around the room.
The water makes this room difficult terrain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
within 20 feet of the android, it springs up and attacks, exulting about how it fooled them and “wasn’t really damaged at all,” despite the pipe in its head. Treasure. The android carries a paralysis
are brigands that take the form of humans and elves in blue jumpsuits. When they notice the characters, the doppelgangers pretend to be passengers recently awoken from stasis. The doppelgangers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
within 20 feet of the android, it springs up and attacks, exulting about how it fooled them and “wasn’t really damaged at all,” despite the pipe in its head. Treasure. The android carries a paralysis
are brigands that take the form of humans and elves in blue jumpsuits. When they notice the characters, the doppelgangers pretend to be passengers recently awoken from stasis. The doppelgangers