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Returning 35 results for 'forcing three'.
Other Suggestions:
forcing these
forcing those
forming three
Monsters
Spelljammer: Adventures in Space
.
Hold Breath. The plasmoid can hold its breath for 1 hour.Multiattack. The plasmoid makes three Pseudopod attacks.
Pseudopod. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Spelljammer: Adventures in Space
.
Hold Breath. The plasmoid can hold its breath for 1 hour.Multiattack. The plasmoid makes three Pseudopod attacks. It can replace one of those attacks with a Spear or Pistol attack.
Pseudopod. Melee
half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.Acid, Poison
Monsters
Van Richten’s Guide to Ravenloft
a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8
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
made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice
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
bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice.
Corrosive
. 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
Monsters
Van Richten’s Guide to Ravenloft
rolls the damage dice of a crit three times, instead of twice.
Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction
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
in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times
, 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
races
Spelljammer: Adventures in Space
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
no magical or physical way of forcing entry. There are three slots in the door at about waist height. If sword blades are shoved simultaneously into all the slots, the 1-foot-thick door will swing open. Five rounds later, the door slams shut. There is no way of opening it from the east side.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
no magical or physical way of forcing entry. There are three slots in the door at about waist height. If sword blades are shoved simultaneously into all the slots, the 1-foot-thick door will swing open. Five rounds later, the door slams shut. There is no way of opening it from the east side.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Overview The adventure is designed to unfold in two to three hours of play and is split into the following parts: Uni in Danger. The characters must free Uni from Kelek’s minions. They soon learn
. Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uni’s horn to the unicorn to reverse Kelek’s magic.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
no magical or physical way of forcing entry. There are three slots in the door at about waist height. If sword blades are shoved simultaneously into all the slots, the 1-foot-thick door will swing open. Five rounds later, the door slams shut. There is no way of opening it from the east side.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Overview The adventure is designed to unfold in two to three hours of play and is split into the following parts: Uni in Danger. The characters must free Uni from Kelek’s minions. They soon learn
. Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uni’s horn to the unicorn to reverse Kelek’s magic.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Overview The adventure is designed to unfold in two to three hours of play and is split into the following parts: Uni in Danger. The characters must free Uni from Kelek’s minions. They soon learn
. Regardless of whether the characters defeat Kelek, the demiplane begins to close, forcing the characters to escape. The characters can return Uni’s horn to the unicorn to reverse Kelek’s magic.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on
the dread inherent to having limited resources and facing impending doom without forcing players to risk their favorite characters.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, disrupt the magic forcing him to remain transformed, and restore him to his human form. Stop Teremini’s Ritual If the characters rescue Valendar, he tells them that Teremini needs three special
The Characters’ Goals The characters have three goals while inside the Three Moons Vault. As the characters explore the vault, NPCs such as Valendar (area V7) and Casivus (area V15) can help devise
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, disrupt the magic forcing him to remain transformed, and restore him to his human form. Stop Teremini’s Ritual If the characters rescue Valendar, he tells them that Teremini needs three special
The Characters’ Goals The characters have three goals while inside the Three Moons Vault. As the characters explore the vault, NPCs such as Valendar (area V7) and Casivus (area V15) can help devise
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, disrupt the magic forcing him to remain transformed, and restore him to his human form. Stop Teremini’s Ritual If the characters rescue Valendar, he tells them that Teremini needs three special
The Characters’ Goals The characters have three goals while inside the Three Moons Vault. As the characters explore the vault, NPCs such as Valendar (area V7) and Casivus (area V15) can help devise
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on
the dread inherent to having limited resources and facing impending doom without forcing players to risk their favorite characters.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on
the dread inherent to having limited resources and facing impending doom without forcing players to risk their favorite characters.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into the mine a few days ago, entering from the surface and forcing the miners to abandon their jobs. No one was killed, but the kobolds are too dangerous for the miners to deal with. He also reveals
three days ago. The militia refused to deal with the problem for what amounts to political reasons. Senior officers in cahoots with Speaker Naerth Maxildanarr of Targos are determined to oust Masthew as
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
a successful DC 25 Strength (Athletics) check or a knock spell. The cells contain no furnishings other than waste buckets. The middle cell on the east side of the hall holds three goblins abducted
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
forcing a rout. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
forcing a rout. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
unmolested. If threatened by three or more enemies, it tries to summon 1d6 mezzoloths, 1d4 nycaloths, or another ultroloth (see the “Variant: Yugoloth Summoning” sidebar in the “Yugoloths” entry in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into the mine a few days ago, entering from the surface and forcing the miners to abandon their jobs. No one was killed, but the kobolds are too dangerous for the miners to deal with. He also reveals
three days ago. The militia refused to deal with the problem for what amounts to political reasons. Senior officers in cahoots with Speaker Naerth Maxildanarr of Targos are determined to oust Masthew as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
unmolested. If threatened by three or more enemies, it tries to summon 1d6 mezzoloths, 1d4 nycaloths, or another ultroloth (see the “Variant: Yugoloth Summoning” sidebar in the “Yugoloths” entry in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into the mine a few days ago, entering from the surface and forcing the miners to abandon their jobs. No one was killed, but the kobolds are too dangerous for the miners to deal with. He also reveals
three days ago. The militia refused to deal with the problem for what amounts to political reasons. Senior officers in cahoots with Speaker Naerth Maxildanarr of Targos are determined to oust Masthew as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
unmolested. If threatened by three or more enemies, it tries to summon 1d6 mezzoloths, 1d4 nycaloths, or another ultroloth (see the “Variant: Yugoloth Summoning” sidebar in the “Yugoloths” entry in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
forcing a rout. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s
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
a successful DC 25 Strength (Athletics) check or a knock spell. The cells contain no furnishings other than waste buckets. The middle cell on the east side of the hall holds three goblins abducted
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
a successful DC 25 Strength (Athletics) check or a knock spell. The cells contain no furnishings other than waste buckets. The middle cell on the east side of the hall holds three goblins abducted
Magic Items
Infernal Machine Rebuild
feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC.
04
You can cast the legend lore spell three times.
Whenever you
feet of you over the previous hour.
You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.
15
You understand all
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
conclusion, arriving just as that plan is about to be completed. 5 A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites. 6 An ally
, forcing the adventurers to close the portal while dealing with a villain at the same time. 8 The dungeon begins to collapse while a villain attempts to escape in the chaos. 9 The adventurers must choose
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sacrifices varies from town to town, but usually takes one of three forms: Humanoid. Bryn Shander, Easthaven, and Targos hold lotteries the afternoon before the new moon. The unlucky person whose name is
creatures that embody Auril’s wrath. Warmth. Towns that can’t bring themselves to give up their people or their food forsake warmth for a night. No fires are lit between dusk and dawn, forcing locals