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Returning 35 results for 'half slope'.
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Monsters
Fizban's Treasury of Dragons
and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
successful save, the creature takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Halaster’s Maw Most of this 30-foot-high cavern is taken up by a gaping pit roughly 50 feet long, 30 feet wide, and 30 feet deep. Its sides slope inward so that the floor of the pit is 30 feet
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Halaster’s Maw Most of this 30-foot-high cavern is taken up by a gaping pit roughly 50 feet long, 30 feet wide, and 30 feet deep. Its sides slope inward so that the floor of the pit is 30 feet
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding the Elven Tomb The elven tomb lies on a lightly wooded slope. An ancient moon dial is its centerpiece. Characters can find the tomb if they follow the tracks of a beast such as the white
and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing, white marble statues atop
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
DC 15 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked
sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall. Trigger. This trap activates as soon as the door leading to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding the Elven Tomb The elven tomb lies on a lightly wooded slope. An ancient moon dial is its centerpiece. Characters can find the tomb if they follow the tracks of a beast such as the white
and enclosed by a half-circle of pale blue crystal pillars. North of the berm is a delicately carved gazebo made of marble, and south of the berm is a row of outward-facing, white marble statues atop
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
DC 15 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked
sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall. Trigger. This trap activates as soon as the door leading to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
each hour or half hour. Other means of subterfuge such as illusions, climbing along the walls, or using flying or levitation magic automatically avoid detection, but invisibility of any kind activates
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
each hour or half hour. Other means of subterfuge such as illusions, climbing along the walls, or using flying or levitation magic automatically avoid detection, but invisibility of any kind activates
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
east corner of the north wall. The gricks can’t open it.
The top half of the room is under the effect of a permanent reverse gravity spell. The effect takes hold of any creature or object more than
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a few areas of rock outcropping here and there. Map 6.3: Frost Giant Stronghold - Upper Level View Player Version Both ledges slope gradually downward, as indicated by the elevation markers on the
these icy areas will make the footing within the area of effect very slippery. A creature hit by an attack or that moves more than half its speed over slippery ice must succeed on a DC 10 Dexterity
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a few areas of rock outcropping here and there. Map 6.3: Frost Giant Stronghold - Upper Level View Player Version Both ledges slope gradually downward, as indicated by the elevation markers on the
these icy areas will make the footing within the area of effect very slippery. A creature hit by an attack or that moves more than half its speed over slippery ice must succeed on a DC 10 Dexterity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
east corner of the north wall. The gricks can’t open it.
The top half of the room is under the effect of a permanent reverse gravity spell. The effect takes hold of any creature or object more than
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tunnel slope inward as they approach the ten-foot-high ceiling. Patches of mold cling to the walls and floor in the eastern half of the hall. Cut into the floor at the west end of the corridor is a
knocked about the revolving room. The creature must make a DC 15 Dexterity saving throw at the start of each of its turns, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (Add to this number any troglodytes that fled from area 5 or escaped from area 2.)
Ledge. A stone slope along the east side of the cave rises up to a long ledge toward the south. The ledge is 20
troglodytes were felled by drow weapons, while the drow were torn to pieces by the troglodytes’ teeth and claws. Some of the drow corpses are half eaten. 7c. Wounded Troglodytes Four adult troglodytes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (Add to this number any troglodytes that fled from area 5 or escaped from area 2.)
Ledge. A stone slope along the east side of the cave rises up to a long ledge toward the south. The ledge is 20
troglodytes were felled by drow weapons, while the drow were torn to pieces by the troglodytes’ teeth and claws. Some of the drow corpses are half eaten. 7c. Wounded Troglodytes Four adult troglodytes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tunnel slope inward as they approach the ten-foot-high ceiling. Patches of mold cling to the walls and floor in the eastern half of the hall. Cut into the floor at the west end of the corridor is a
knocked about the revolving room. The creature must make a DC 15 Dexterity saving throw at the start of each of its turns, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, half filled by water, which serves as an entrance to the troglodytes’ lair (area 17). Anyone who searches the stream’s banks finds the footprints of Medium reptilian creatures and tracks left by tails
they enter. If he loses at least half his hit points, he tries to escape (using invisibility if possible). If his escape succeeds, he soon afterward rounds up a war party of surviving troglodytes from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, half filled by water, which serves as an entrance to the troglodytes’ lair (area 17). Anyone who searches the stream’s banks finds the footprints of Medium reptilian creatures and tracks left by tails
they enter. If he loses at least half his hit points, he tries to escape (using invisibility if possible). If his escape succeeds, he soon afterward rounds up a war party of surviving troglodytes from
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
successful check, the character moves at half speed up or down the shaft, as desired. On a check result of 6–9, the character struggles with the climb and takes 10 minutes to ascend or descend the
have a passive Wisdom (Perception) score of 12 or higher notice the goblin’s movements. Western Passage. This passage is choked with rubble and blocked by steep slopes. Moving up the slope requires 5
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
successful check, the character moves at half speed up or down the shaft, as desired. On a check result of 6–9, the character struggles with the climb and takes 10 minutes to ascend or descend the
have a passive Wisdom (Perception) score of 12 or higher notice the goblin’s movements. Western Passage. This passage is choked with rubble and blocked by steep slopes. Moving up the slope requires 5
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Damp, downy, silvery-green moss blankets a gentle upward slope before giving way to a craggy ridge that marks the top of the hill. Dozens of enormous willow trees dot the hillside, swaying as though in
a breeze despite the absence of one.
Telemy Hill is approximately half a square mile wide. A narrow game trail leads to Jingle Jangle’s den at the pinnacle of the hill. The willows that grow on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Damp, downy, silvery-green moss blankets a gentle upward slope before giving way to a craggy ridge that marks the top of the hill. Dozens of enormous willow trees dot the hillside, swaying as though in
a breeze despite the absence of one.
Telemy Hill is approximately half a square mile wide. A narrow game trail leads to Jingle Jangle’s den at the pinnacle of the hill. The willows that grow on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Features” in appendix B) and uses the priest stat block with these changes: She wears half plate (AC 15). She has these racial traits: Her speed is 25 feet. She has darkvision out to a range of 60 feet
. She has advantage on saving throws against poison and resistance against poison damage. She speaks Common and Dwarvish. Dagdra wears a tabard that is so worn that the bottom half of the image it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, taking 27 (5d10) radiant damage on a failed save or half as much damage on a successful one. A creature not in its true form has disadvantage on this save; if it fails its save, the creature instantly
saving throw, taking 22 (5d8) fire damage on a failed save or half as much damage on a successful one. Once this trap is triggered, it can’t be triggered again. This vault contains 1,900 gp, ten gems
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Features” in appendix B) and uses the priest stat block with these changes: She wears half plate (AC 15). She has these racial traits: Her speed is 25 feet. She has darkvision out to a range of 60 feet
. She has advantage on saving throws against poison and resistance against poison damage. She speaks Common and Dwarvish. Dagdra wears a tabard that is so worn that the bottom half of the image it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, taking 27 (5d10) radiant damage on a failed save or half as much damage on a successful one. A creature not in its true form has disadvantage on this save; if it fails its save, the creature instantly
saving throw, taking 22 (5d8) fire damage on a failed save or half as much damage on a successful one. Once this trap is triggered, it can’t be triggered again. This vault contains 1,900 gp, ten gems
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V2). V2. Main Entrance Half-submerged in the icy mire are the bones, skull, and tusks of a long-dead mammoth. Beyond these remains is a yawning cave mouth.
This route leads to the firelit cave
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V2). V2. Main Entrance Half-submerged in the icy mire are the bones, skull, and tusks of a long-dead mammoth. Beyond these remains is a yawning cave mouth.
This route leads to the firelit cave
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Characters who search the northwest arm of the island find Nass’s frostbitten corpse and much more: Half-buried in snow near the edge of a bluff is a humanoid corpse clad in cold weather clothing
where they are on the island. I5. Yeti Caves Dotting the eastern slope of the ice mountain atop which Grimskalle sits are seven shallow caves, each one occupied by a hostile yeti that feeds on seals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Characters who search the northwest arm of the island find Nass’s frostbitten corpse and much more: Half-buried in snow near the edge of a bluff is a humanoid corpse clad in cold weather clothing
where they are on the island. I5. Yeti Caves Dotting the eastern slope of the ice mountain atop which Grimskalle sits are seven shallow caves, each one occupied by a hostile yeti that feeds on seals
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
before the cart hits takes half damage, based on how far the cart descended before they jumped, but each creature must also succeed on a DC 10 Dexterity saving throw or tumble over the edge of the
the mine shaft up-slope from this tunnel to snap across the tunnel mouth. Whoever triggered the trap must succeed on a DC 13 Dexterity throw or take 7 (2d6) bludgeoning damage from the claw. One round