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Returning 35 results for 'feet thread'.
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Magic Items
Bigby Presents: Glory of the Giants
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have
Magic Items
The Book of Many Things
This wand is shaped like a drop spindle wrapped in red thread. The wand has 6 charges that can be used for the following properties:
Battle Foreknowledge. When you roll initiative, you can expend 1
charge to add or subtract your proficiency bonus from the total roll.
Doom Foretold. As an action, you can expend 2 charges to target a creature within 30 feet of yourself and invoke that creature
Magic Items
Bigby Presents: Glory of the Giants
This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.
While wearing this cloak, you have
resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloak’s cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving
magic-items
These scissors are shaped to resemble a stork. Their blades are forever wickedly sharp, and the threads they cut are more than merely physical.
Cut the Unseen Thread. While holding the scissors, you
Thread. When you make a saving throw to avoid being pushed or to avoid the Prone condition, you have a -1 penalty to the roll. This penalty increases by 1 each time you use the Cut the Unseen Thread
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gate of Illumination Features The following features are common to all areas of the shrine: Ceilings. Ceilings throughout the shrine are 10 feet high. Heat and Gas. The air in the shrine is heavy
these gases still lightly obscure every area within the shrine. Illumination. Veins of magma thread the walls and fill magical lanterns throughout the shrine, illuminating each area with dim light.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gate of Illumination Features The following features are common to all areas of the shrine: Ceilings. Ceilings throughout the shrine are 10 feet high. Heat and Gas. The air in the shrine is heavy
these gases still lightly obscure every area within the shrine. Illumination. Veins of magma thread the walls and fill magical lanterns throughout the shrine, illuminating each area with dim light.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mordenkainen’s Faithful Hound 4th-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) Duration: 8 hours You conjure a
phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Mordenkainen’s Faithful Hound 4th-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) Duration: 8 hours You conjure a
phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
Benches coated with
angelic figures entwined with grape vines. The light from above falls directly on a silver statuette. A cloaked figure is draped over the altar, and a black mace lies on the floor near its feet.
The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
thread 6 Copper chalice with silver filigree 7 Pair of engraved bone dice 8 Handheld mirror set in a painted wooden frame 9 Embroidered silk handkerchief 10 Gold locket with a painted portrait inside 250
embroidery 7 Well-made tapestry that is 10 feet by 10 feet 8 Brass mug with jade inlay 9 Box of turquoise animal figurines 10 Gold birdcage with electrum filigree 750 GP Art Objects 1d10 Object
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
all her glory, crowned in gold and silver, and worked with gemstones and gold and silver thread. Fully 35 feet wide and 20 feet tall, it shows Tiamat crushing cities and surrounded by adoring followers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
thread 6 Copper chalice with silver filigree 7 Pair of engraved bone dice 8 Handheld mirror set in a painted wooden frame 9 Embroidered silk handkerchief 10 Gold locket with a painted portrait inside 250
embroidery 7 Well-made tapestry that is 10 feet by 10 feet 8 Brass mug with jade inlay 9 Box of turquoise animal figurines 10 Gold birdcage with electrum filigree 750 GP Art Objects 1d10 Object
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
all her glory, crowned in gold and silver, and worked with gemstones and gold and silver thread. Fully 35 feet wide and 20 feet tall, it shows Tiamat crushing cities and surrounded by adoring followers
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
Benches coated with
angelic figures entwined with grape vines. The light from above falls directly on a silver statuette. A cloaked figure is draped over the altar, and a black mace lies on the floor near its feet.
The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
makes off with the item undetected. You can make the search for the item a loose thread for the conclusion of the adventure. Alternatively, have the quasit killed during the battle, with the stolen item
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
makes off with the item undetected. You can make the search for the item a loose thread for the conclusion of the adventure. Alternatively, have the quasit killed during the battle, with the stolen item
battle between the demon lords shifts dangerously close to the characters. Roll a d6 and consult the Near Miss table to determine the result. d6 Event 1–2 Explosion. Each creature within 20 feet of a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S17. Loft and Belfry Anyone on the curtain wall (area S18) who listens at this room’s door hear the soft tones of a stringed instrument. The wooden stairs climb twenty feet to a loft with a pitched
roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S17. Loft and Belfry Anyone on the curtain wall (area S18) who listens at this room’s door hear the soft tones of a stringed instrument. The wooden stairs climb twenty feet to a loft with a pitched
roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead. The room is filled with the sound
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and
shaft in pursuit, emerging from the well and thus unplugging it. The cylinder is 10 feet high and 10 feet in diameter. When it is lured out of the well or killed, the flow of water resumes in a torrent
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and
shaft in pursuit, emerging from the well and thus unplugging it. The cylinder is 10 feet high and 10 feet in diameter. When it is lured out of the well or killed, the flow of water resumes in a torrent
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a
and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge.
Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep.
Boneclaw
Large undead
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a
and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge.
Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep.
Boneclaw
Large undead
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
retreated to their respective enclaves with their goods and livestock. A stream runs nearby, crossed by two stone bridges leading to the drow and Zhentarim enclaves. The stream is 5 feet deep and fed by the
Xazax the Eyemonger (see chapter 10 for more information). Peebles’s bag is made from stitched quaggoth hide and contains a pair of sharpened flint knives, a spool of thread made from roper gut, a thin
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
retreated to their respective enclaves with their goods and livestock. A stream runs nearby, crossed by two stone bridges leading to the drow and Zhentarim enclaves. The stream is 5 feet deep and fed by the
Xazax the Eyemonger (see chapter 10 for more information). Peebles’s bag is made from stitched quaggoth hide and contains a pair of sharpened flint knives, a spool of thread made from roper gut, a thin
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. History. Proficiency with brewer’s supplies gives you additional insight on
shoe stand, a cutter, spare leather, and thread. Arcana, History. Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. Investigation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. History. Proficiency with brewer’s supplies gives you additional insight on
shoe stand, a cutter, spare leather, and thread. Arcana, History. Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. Investigation
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
above (area M2): Dim Light during the day, Darkness at night. The stone dock above is supported by twelve stone posts spaced five feet apart. Barnacles cover the posts.
Because the posts are so
(Athletics) check. M34: Partially Flooded Cave Three natural pillars of rock support the uneven ceiling of this partially flooded cave.
The water is 20 feet deep in the western half of the area and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
above (area M2): Dim Light during the day, Darkness at night. The stone dock above is supported by twelve stone posts spaced five feet apart. Barnacles cover the posts.
Because the posts are so
(Athletics) check. M34: Partially Flooded Cave Three natural pillars of rock support the uneven ceiling of this partially flooded cave.
The water is 20 feet deep in the western half of the area and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
descends 15 feet to area V27 of the dungeon. If the Vanthampurs need to flee the dungeon, they can use the trapdoor to reach their horses quickly. Thurstwell Vanthampur
Medium humanoid (human
one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
V3. Foyer If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
descends 15 feet to area V27 of the dungeon. If the Vanthampurs need to flee the dungeon, they can use the trapdoor to reach their horses quickly. Thurstwell Vanthampur
Medium humanoid (human
one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
V3. Foyer If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dark Duchess Locations The following locations are keyed to map 2.6. Ceilings of the lower decks are 10 feet high, and all doors are 7 feet tall and made of sturdy wood. D1. Main Deck The wooden
the second layer of ice. The characters find nine tattered pieces of indigo fabric lined with gold thread (25 gp each), three pieces of quartz (50 gp each), a single aquamarine cracked down the center
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dark Duchess Locations The following locations are keyed to map 2.6. Ceilings of the lower decks are 10 feet high, and all doors are 7 feet tall and made of sturdy wood. D1. Main Deck The wooden
the second layer of ice. The characters find nine tattered pieces of indigo fabric lined with gold thread (25 gp each), three pieces of quartz (50 gp each), a single aquamarine cracked down the center
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
). Turning either wheel one revolution clockwise lowers the moat’s water level by 10 feet. Turning a wheel one revolution counterclockwise raises the water level 10 feet. A wheel can’t be turned more than one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
). Turning either wheel one revolution clockwise lowers the moat’s water level by 10 feet. Turning a wheel one revolution counterclockwise raises the water level 10 feet. A wheel can’t be turned more than one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Fire Temple E1. Entrance An arrow slit is carved into the south wall of the lava tube leading to this area. The arrow slit is 3 feet tall, 6 inches wide, and unguarded. Behind the arrow
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its