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                        Returning 35 results for 'grinding climbing living'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     hadozee halves the damage that it takes from an attack that hits it, provided it can see the attacker.Hadozee warriors make their living as mercenaries, sometimes in the company of pirates. Squads of
                                                
                                            
                                                
                                                    . Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide
                                                
                                            
                                        
                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire
                                                
                                            
                                                
                                                     others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who
                                                
                                            
                                        
                                                    Gnome
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life
                                                
                                            
                                                
                                                    , enjoying every moment of invention, exploration, investigation, creation, and play.
Vibrant Expression
A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Dhampir Hungers Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find
                                                
                                            
                                                
                                                     exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Decision As the characters begin their ascent, read: From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great
                                                
                                            
                                                
                                                     climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Background Centuries ago, a family living in a remote water mill endured a string of unfortunate events. A malevolent spirit called Shemshime attached itself to the family and caused the “accidents
                                                
                                            
                                                
                                                     fixed and the tune plays in its entirety. The missing stanza is as follows: See a daughter grinding grain
 Wish the spirit’s time was through
 Trap set for the shadow bane
 Her millstone killed it true
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the pit leads to a narrow tunnel and is flanked by mounds of fungi and offal.
 The pit is 15 feet deep, and the ledge that overlooks it is lined with pointy bits of scrap metal to make any climbing
                                                
                                            
                                                
                                                     duergar and four grimlocks. The grimlock zombies are drawn to noise, while the duergar zombies attack any living creatures they see in the pit. Meanwhile, the derro uses its crossbow to take shots at any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Living on natural stone shelves inside the crevasse are eight quaggoths that serve the drow.
 The quaggoths can climb the crevasse without having to make an ability check, as can other creatures with a
                                                
                                            
                                                
                                                     natural climbing speed. A successful DC 10 Strength (Athletics) check is needed otherwise. Moving across the trunk without slipping or falling requires a successful DC 10 Dexterity (Acrobatics) check
                                                
                                            
                                        
                                                    Delerium Fragment
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     get back to her wife Urgala, whom she hasn’t seen in a decade. When last they were together, Urgala and Darribeth were living in Amphail, a town north of Waterdeep. In the intervening years, Urgala
                                                
                                            
                                                
                                                    , Halfling, and Undercommon. Darribeth has a rope of climbing that belonged to a colleague who perished in the Underdark. She offers it as payment for getting her back to the surface. In addition, if any
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
        Legacy
    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     the Statues When the party approaches the statues, read the following. As you approach the statues, you hear the sudden sound of grinding stone. The colossal figures turn their massive heads, their
                                                
                                            
                                                
                                                     campsite — casualties from the cultists’ exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     imperfections in his disguise. When he was offered a bone to gnaw on, his mechanical goblin mouth malfunctioned and wouldn’t stop grinding its teeth. Thus, Spellix Romwod came to be known as Yarb-Gnock
                                                
                                            
                                                
                                                     adopted the name given to him by the goblins and spent the next several months engineering ways to improve their standard of living. Long after the other members of the caravan had been eaten, Yarb-Gnock
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the Statues When the party approaches the statues, read the following. As you approach the statues, you hear the sudden sound of grinding stone. The colossal figures turn their massive heads, their
                                                
                                            
                                                
                                                     the campsite—casualties from the cultists’ exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and
                                                
                                            
                                        
                                                    Delerium Crystal
                                                    
    
        Legacy
    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                    Delerium Shard
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
                                                
                                            
                                                
                                                     humanoid corpses within 120 feet animate as hostile haze husk;haze husks. The shrieking undead beg frantically for forgiveness as they rip apart the living.
11
The shadow;shadows of 1d6 random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     to rig a set of crampons from items in a climbing kit, or to convert a pair of kobold-sized crampons to fit a Medium creature. Snowshoes are of no help inside the iceberg. There are no stairs inside
                                                
                                            
                                                
                                                     and warm their living quarters with small stoves that burn whale oil supplied by the villagers. As long as the characters wear proper cold weather gear, they are at no risk from the cold while in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     to be a living object (use the flying sword stat block). The key does everything it can to return to its stand, attacking anyone who tries to stop it. If the key is destroyed by reducing it to 0 hit
                                                
                                            
                                                
                                                     clockwise unlatches the door, which swings inward. Vines The plants that cover the walls are fragile from the scorching light and not helpful for climbing. A character must succeed on a DC 12 Strength (Athletics) check to climb the walls.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
                                                
                                            
                                                
                                                     threat has passed. MOON WRITING
 The moon writing is magical Dwarven rune script left by ancient worshippers of Dumathoin. The runes writhe and wriggle until a living creature gets within 5 feet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Torrents Features The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Cavern ceilings are 10 feet above the water. Climbing. The walls are rough
                                                
                                            
                                                
                                                     characters explore a new area, roll a d6. On a roll of 1, choose one character to receive an image of the setting features (but not creatures) in area P4, area P5, or area P6. The aboleth living in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (7d12 + 7) hit points, and walking and climbing speeds of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Its ability scores are as
                                                
                                            
                                                
                                                     snail yields no XP. A detect magic spell reveals a powerful aura of abjuration magic around the snail. A creature that uses an action to touch the living snail gains 6 temporary hit points that last
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     living rock and soil. They believe the earth thirsts for the blood of those who don't venerate it before all other powers and beings. The Cult of the Black Earth appeals to those who draw their fortunes
                                                
                                            
                                                
                                                     are inflexible, grinding their way forward through any obstacle or unforeseen development. They are single-minded in the extreme, and most earth cultists have little use for social niceties. They see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     support anyone climbing to the second floor. A character who makes a successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check finds two sets of recently made humanoid tracks. One set of
                                                
                                            
                                                
                                                     secret compartment. Treasure. Inside the secret compartment, wrapped in cloth, is a glass vial containing two doses of potion of healing. 4. Living Area A door in the north wall leads onto a small
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     terrain. A successful DC 10 Intelligence check allows a character to rig a set of crampons from items in a climbing kit, or to convert a pair of kobold-sized crampons to fit a Medium creature. Snowshoes
                                                
                                            
                                                
                                                     kobolds and Maccath the Crimson bundle up in furs and warm their living quarters with small stoves that burn whale oil supplied by the villagers. As long as the characters wear proper cold weather gear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     that puts the focus on the world inhabited by the giants of old, which might or might not include a significant number of living giants. The core idea of such a campaign might be that giants dominate
                                                
                                            
                                                
                                                     underground fortresses where dwarves sheltered against giants’ attacks. If exploring giant-sized dungeons is the norm, characters are likely prepared for climbing huge stairs and navigating other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     dragons, the giants stumbled upon a tribe of Northlanders living on ice floes in the Sea of Moving Ice and conquered them as well. The Northfolk were transported to Svardborg and tasked with
                                                
                                            
                                                
                                                     frost giants moor their enormous ships.
 Ceilings. Unless otherwise noted, ceilings inside the lodges are 40 feet high with 30-foot-high rafters.
 Climbing. A creature can scale the icy cliffs of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
 Around the stairs, the light reveals a
                                                
                                            
                                                
                                                     centuries, Vizeran now believes that time has come. Vizeran harbors a thirst for vengeance against his only living rival — Gromph Baenre, the drow Archmage of Menzoberranzan. As a follower of the Elder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     oldest living member, Hethyl (a peg-legged shield dwarf who has lost her right foot to frostbite), hates duergar as most dwarves do. She has convinced the other cult members to forge alliances with anyone
                                                
                                            
                                                
                                                     and garb to fashion disguises for themselves. With the aid of climbing gear or magic, the characters can scale the castle walls seen or unseen. The characters can use a charm person spell or similar magic to convince a cultist to let them inside.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . The third one contains a living Uthgardt of the Great Worm tribe named Noori, a berserker with the following changes: Her alignment is chaotic evil. She has 0 hit points and is unconscious but stable
                                                
                                            
                                                
                                                    . Treasure. Lying next to the ice spider eggs is a frozen potion of climbing and a warhammer with a sapphire (worth 1,000 gp) set into the end of its haft. The potion must be thawed before it can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
                                                
                                            
                                                
                                                     hag posing as a witch doctor. All the skulls show signs of having been gnawed on. The hag is now Mbala’s sole living resident. To move off the steps, characters must either wade through heaps of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Interactions. Most living Thayans assigned to this sector hate being here. Thayans who surrender here hate the sector so much that they are more inclined to give truthful information about it. Sentient
                                                
                                            
                                                
                                                     longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     beholder’s control generally have their own living spaces in the lair. Because a beholder’s minions are typically not able to fly, many of these chambers are connected to others by staircases or gently
                                                
                                            
                                                
                                                     Gallery The main living area that the beholder uses is filled with objects that the creature enjoys looking at, such as art, statues, and its latest spoils of victory. The floor is uneven and difficult
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    G: Heart’s Hollow Heart’s Hollow is a small but thriving community of a few hundred people living in the walls of a deep crater. No one in the village knows the community grew from the lair of Nezrah
                                                
                                            
                                                
                                                     in rugged leathers rapidly climbing a rope out of the chasm, pursued by several horse-sized spiders.
 Clystran (neutral good, human scout) is being pursued by five giant spiders as the canyon floods
                                                
                                            
                                        





