Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'forcing stone'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        facing stone
                                    
                                
                                    
                                        forcing score
                                    
                                
                                    
                                        forming stone
                                    
                                
                                    
                                        folding stone
                                    
                                
                                    
                                        foiling stone
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the
                                                
                                            
                                                
                                                     eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends
                                                
                                            
                                                
                                                    , forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     or take 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Petrifying Hex","rollDamageType":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained
                                                
                                            
                                                
                                                     vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target
                                                
                                            
                                                
                                                     domains. While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    "} necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a
                                                
                                            
                                                
                                                    . While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the water’s edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
                                                
                                            
                                                
                                                     at the south gate is unlocked but can be barred shut if the need arises. Forcing open the barred door requires a successful DC 27 Strength (Athletics) check. The barred door can also be smashed open
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     hallway contains six iron-barred cells, their doors held shut with arcane lock spells. Faculty members and students can ignore the spells and open the cell doors normally. Forcing open a door requires
                                                
                                            
                                                
                                                     then, they follow the party and contribute as little as possible. 46b. Petrified Wizard The statue in the middle of this room is a former pupil — a dragonborn mage whom Halaster turned to stone with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
                                                
                                            
                                                
                                                     and four stone stools.
 Pillars. Three stone pillars in the east side of the room are streaked with glittering mithral veins that look like lightning bolts shooting up from the floor. (Any attempt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    12. Sea Cave Sea water rushes in and out of this damp cave, crashing against the walls and filling the cave with a cold spray. Clinging to the wall beyond the door is a semicircular stone balcony
                                                
                                            
                                                
                                                    , and dragged 1d6 × 5 feet westward or eastward by the current as the water rushes into the cave or recedes. Balcony. The stone balcony is 30 feet above the water and connected to the throne room (area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , forcing the hire-coach to stop. (If the chase occurs on Founders’ Day, the crowd is part of the holiday celebration.) The doppelganger jumps out of the hire-coach on his next turn and makes his way through
                                                
                                            
                                                
                                                     abrubtly swoops down, acting next in the initiative count. It snatches the stone and flees with it. This raven is a shapechanged imp that works for Lady Cassalanter. Street Urchins The chase ends when
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    39. Golem Pit A fifteen-foot-wide, fifteen-foot-deep pit dominates this chamber. At the bottom of the pit, an eight-foot-tall clay figure stands motionless beside a stone treasure chest. A silver key
                                                
                                            
                                                
                                                     hangs from a cord around the figure’s neck.
 Two nine-foot-tall stone statues stand atop plinths on either side of the pit. A third plinth against the south wall stands empty. One of the statues
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the camp grew, a wooden palisade was added to discourage raiders. Later came the stone castle of Caer-Konig. Alas, neither the palisade nor the castle fared well; both fell to orcs before falling into
                                                
                                            
                                                
                                                     taken its toll on the dwarves of Kelvin’s Cairn, forcing them to come down from the mountain in search of food or beer. In truth, the town is beset by invisible duergar searching for chardalyn. The town
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , thought to be a part of the sun, from Heliod’s followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it
                                                
                                            
                                                
                                                     altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                      A priest tries to undermine the servants of other gods by forcing them into duels and shaming them if they lose. 
   6  A gifted orator (noble) offers honest but scathing criticism of a champion of
                                                
                                            
                                                
                                                     just a few foes likely to serve the god’s will. Iroas’s Monsters    Challenge Creature Source 
     1/8  Guard  MM 
   1  Nyx-fleece ram  MOoT 
   2  Griffon  MM 
   3  Akroan hoplite  MOoT 
   3  Fleecemane lion  MOoT 
   5  Gladiator  MM 
   7  Stone giant  MM 
   11  Roc  MM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
                                                
                                            
                                                
                                                     rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , an engraved stone disk is set into the floor of an alcove. A ten-foot-wide opening in the east wall leads to a flooded cave.
 Circumstances determine this room’s occupants: During the day, Ras Nsi
                                                
                                            
                                                
                                                    : suggestion
 Sekelok is Ras Nsi’s trusted bodyguard and takes grim pleasure in slaughtering his master’s enemies. Ras Nsi delights in forcing those who offend him to duel Sekelok, either to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -foot-high towers that stand along them are fashioned from smooth black stone. The tops of the walls are tapered and lined with 5-foot-tall stone spikes spaced 10 feet apart. The spikes have sticky webs
                                                
                                            
                                                
                                                    , Rilna releases the prisoners in areas 18g and 18h, forcing them to fight for House Freth. But the moment the fight turns against the drow, the prisoners turn against their captors. In addition to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     and colored glowing stone is set.
 The characters can examine the dead guard or investigate the doors and stones. However, the amount of time they have to do so depends on whether they had other
                                                
                                            
                                                
                                                     guards in pursuit. If the characters were pursued, give them a round or two to investigate the portal nexus, then have an increasing number of guards burst into the area each round, forcing the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ).
 Slave Pen. A stone enclosure in the northwest corner serves as a slave pen. Band music emanates from within.
 The fountain is fed by a natural spring and provides the drow with a virtually endless supply
                                                
                                            
                                                
                                                     of fresh water. The statues stand atop stone plinths above the water, facing outward. Starting with the northernmost one and moving clockwise, the statues represent Eilistraee (god of beauty, dance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     center of this henge, a small, checkered game board with stone playing pieces rests on the ground near the dying embers of a campfire.
 Each of the eight standing stones is about 20 feet tall and hewn
                                                
                                            
                                                
                                                     from a different kind of rock: shale, chalk, flint, granite, slate, basalt, obsidian, and marble. Two korreds (see appendix C) are using meld into stone spells to hide in two of the megaliths: Argantle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ’ conversations and then blackmails them with the information. 
   5  A stone giant interrupts a session of games and demands a chance to compete. 
   6  A promoter forces athletes to overexert
                                                
                                            
                                                
                                                     themselves, causing dangerous accidents during competitions. 
   7  An archmage enchants or polymorphs innocents, forcing them to participate in brutal contests. 
   8  A druid uses the awaken spell on beasts in the arena to make them more capable competitors.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     magical device Chimagua once used to influence the dreams of Atagua’s people. The power of the Drought Elder has corrupted the stone, forcing Chimagua into a deathly slumber and accelerating the planar
                                                
                                            
                                                
                                                    . At the chamber’s center, a thick, foul-smelling mist billows from a shallow pool of brackish liquid. Something large and scaly lies within. Beyond it stands a sculpted pillar and a broad stone table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
                                                
                                            
                                                
                                                     walls. In the middle of the room, a stone pedestal holds a small brazier in which an eerie green flame dances and crackles. The brazier and its pedestal appear to have been untouched by the forces
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    13. The Metal Mage This 20-foot-high room contains an iron golem that has a head shaped like a metal skull. It stands between three iron-plated stone pillars that hum with magical power. With the aid
                                                
                                            
                                                
                                                     one or more of the pillars, destroying the golem, or forcing the golem out of the room causes Trobriand’s spirit to vacate the golem and attempt to reunite with his normal body, which is hidden in area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Limbo Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that freezes into metal, then turns into diamond that burns up into smoke that becomes
                                                
                                            
                                                
                                                     unruly emotions, forcing them to confront the transient nature of so much of what they think of as their identity. The key to success on this plane—both in shaping the physical environment and in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , rough-hewn tunnels carved into the sides of cisterns. The underground river then resumes its natural course, eventually emptying into the Underdark. Creatures can walk along a stone ledge that hugs the
                                                
                                            
                                                
                                                     of stone and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. UNDERGROUND RIVER
 The underground river on this level is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
                                                
                                            
                                                
                                                     hounds detect the characters and attack, day or night. G3. Coach House This stone building contains a beautifully maintained coach and clean stables that house four draft horses and Lady Gralhund’s jet
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself. Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned
                                                
                                            
                                                
                                                    , scrying, wall of force
 6th level (1 slot): flesh to stone, globe of invulnerability
 7th level (1 slot): finger of death, simulacrum
 8th level (1 slot): feeblemind, mind blank
 9th level (1 slot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Monastery Locations M1. Passage of Stone When the characters arrive at the Sacred Stone Monastery, read the following text: A trail leads into an ever-narrowing defile between bluffs of wind-sculpted
                                                
                                            
                                                
                                                     with dark, narrow windows and red tile rooftops stands in the middle of this natural amphitheater, ringed by sandstone cliffs all around.
 Ahead, a weathered flight of stone steps leads up to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Ostoria, a bygone empire of magic-wielding giants that waged war against the dragons forty thousand years earlier. After many fruitless excavations, they found a large stone spindle bearing strange
                                                
                                            
                                                
                                                     came back into use, Netherese arcanists could no longer cast their mightiest spells as they had before, forcing them to resort to traditional wizardry. Four hundred years after Karsus cast his spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the
                                                
                                            
                                                
                                                     Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton. 
   2  Loathsome Limbs. The horror’s body boasts spiderlike legs, many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     successful DC 23 Dexterity check using thieves’ tools, while forcing the door open requires a successful DC 25 Strength check. A knock spell also opens the door, and Grin Ousstyl can have the spell prepared
                                                
                                            
                                                
                                                     anything from the room, the four-armed statue animates and attacks. It has the statistics of a stone golem, but replace its Multiattack and Slam action options with the following: Multiattack. The golem
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    , and Asteria didn’t view Euryale as a terrifying monster. Their existences blissfully intertwined for years, with neither forcing the other to be anything but themselves. This peace was not to last
                                                
                                            
                                                
                                                     grotto was overrun by violence, and although Euryale defended her home and her sister with fervent abandon, turning many of the intruders to stone, both women were captured and taken to the coastal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     threshold of 10, and immunity to psychic and poison damage. Forcing open a set of barred gates requires a successful DC 28 Strength check. Two 30-foot-tall cylindrical stone towers flank each gate and watch
                                                
                                            
                                                
                                                     unless ordered to do so by the sheriff or the speaker. There are four guards at each gate at any given time. Another eight guards are on patrol, moving between the stone watchtowers along the wall. Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
                                                
                                            
                                                
                                                     bottom tier (preventing water from forcing the door open and escaping into the corridor beyond). If the glass is broken on both of the aquariums, the volume of water is sufficient to fill the two lower
                                                
                                            
                                        





