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Returning 14 results for 'form hazard'.
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form hazards
Kobold
Legacy
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
unnoticed by their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
hazard that drags things into the depths, they might also serve as a violent passage to another realm. In such cases, things dragged into a whirlpool are deposited elsewhere, be it through a crack in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
cloud 7th freedom of movement, locate creature 9th insect plague, scrying Underdark Druid Level
Spells
3rd spider climb, web 5th gaseous form, stinking cloud 7th greater invisibility, stone
slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5th
gaseous form, stinking cloud
7th
greater invisibility, stone shape
9th
cloudkill, insect plague
Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs
you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
affected by acid, although the source of the acid isn’t apparent. Hazard. The weakened bridge can’t take much weight before it collapses. If more than one Small or larger creature is on the bridge at one
serpentine form moving in the darkness. The dragon takes full advantage of her aquatic environment and never offers an easy target to enemies. She begins combat at a range of 20 to 30 feet, raising only
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
can disintegrate you. What happens if a druid using Wild Shape is reduced to 0 hit points by disintegrate ? Does the druid simply leave beast form? The druid leaves beast form. As usual, any leftover
action (DMG , "Activating an Item"). Does the heroes’ feast spell grant immunity to poison damage or just the poison condition? The heroes’ feast spell grants immunity to poison in any form—damage and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. If it needs to get down to the ground floor, it simply jumps, knowing it will quickly regenerate the damage it takes from the fall. Fire Hazard. The alchemical contents of the crates make the
automatically surprised by enemies who approach stealthily. WATER HAZARD
The water in areas D7, D8, and D9 isn’t boiling, but it is uncomfortably hot and exceedingly foul. Any creature that starts its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
followers of Lathander succeed on the check automatically. Treasure. The weapon that appears is a +2 weapon. This item takes the form of whatever weapon the character is wielding or wearing at the time, and
much damage on a successful one. This hazard resets in 1 hour as long as the portal in area G12 is active. G9. Main Ossuary
Map 2.6: Grand Cemetery, Ossuary level View Player Version
Read the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
incinerated skeleton on the floor, and the round object lying nearby (the Summer Star, described below). There’s also a hidden hazard in this area: a weakened section of floor. Charred Book. Nothing
don’t have long to wait before someone arrives (see the “Werebear Visitor” sidebar). Characters in spirit form can convince the new arrival to do what they cannot, perhaps by writing messages in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
View Player Version The following locations are identified on map 2.5. FAST-FLOWING WATER
The underground river that cuts through this level of the dungeon presents a serious hazard. Those who fall
in his watch. The wight and skeletons lie immobile until someone enters. They can’t pursue characters outside room. Some of the bones at the foot of the altar stir and form into a pair of towering
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
skeleton in rusted mail in the southern part of the room, and a narrow passageway leads to another small room beyond this one. A surprisingly bright sword gleams in the skeleton’s bony grasp.
Hazard. The
with a particularly virulent form of mold. A character can identify the threat with a successful DC 10 Intelligence (Nature) or Wisdom (Survival) check. If either skeleton is touched, the mold ejects a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
, giving off violet light. On the east side, these crystals form a distinct doorway or gate, beyond which the floor slopes downward. Two huge bedrolls and barrels full of provisions are in the southern
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
feet attack, the suspended granite block activates, then acts on initiative count 0 each round. This magical hazard was created to crash down upon those who lack devotion to That-Which-Endures. As such
Wanderer is a powerful magic artifact, detailed in appendix D. In its present state, the orrery has been battered by the entropy guardian, though its six-sided form remains intact. Its side plating is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Flies swarm around a full dung cart that exudes a horrible stench.
The stalls contain ten riding horses. Cart. The dung-filled cart is a fire hazard. If the cart is pushed against a wall and set
is successful, the skeleton has disadvantage on its attack roll. If a character somehow gains access to one of the closed-off chambers, perhaps by shrinking to Tiny size or by assuming a gaseous form






