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Returning 35 results for 'height rock'.
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height race
Monsters
Bigby Presents: Glory of the Giants
gargantua makes two Slam or Rock attacks.
Slam. Melee Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 27 (3d12 + 8
);{"diceNotation":"3d12+8", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Rock. Ranged Weapon Attack: +15;{"diceNotation":"1d20+15", "rollType":"to hit
Zaratan
Legacy
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Monsters
Mordenkainen’s Tome of Foes
distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Earth-Shaking
":"bludgeoning"} bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +17;{"diceNotation":"1d20+17","rollType":"to hit","rollAction":"Spit Rock"} to hit, range 120 ft./240 ft., one target. Hit: 31
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} thunder damage.
Spit Rock. Ranged Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Spit Rock"} to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10
);{"diceNotation":"6d8+10", "rollType":"damage", "rollAction":"Spit Rock", "rollDamageType":"force"} force damage.
Spew Debris (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Spew
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z1. Cave Mouth The open jaws of the wolf’s head form a fifteen-foot-high canopy of rock over the cave mouth, held up by natural pillars of rock. The ceiling rises to a height of twenty feet inside
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters
Species
Spelljammer: Adventures in Space
constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating Your Character
When
, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
height from 20 to 30 feet and is covered with stalactites.
Minotaurs. Stalagmites and floor-to-ceiling columns of rock are scattered across the area, the fog flowing slowly around them. Seven
minotaurs lurk behind the stalagmites and rock columns.
The minotaurs are stationed throughout the cavern, guarding against a drow attack. They are famished, having been forced to sacrifice their food for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a height of 6 feet.
The peephole forms one end of a 5-foot-long tube cut through the solid rock wall. Magnifying lenses set throughout the tube give anyone who peers through the hole a clear view
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
7. Entry Chamber This cavern rises to a height of 50 feet and contains many stalagmites and stalactites. A purple worm tunnel leads out into the Wormwrithings through this area, but the tunnel’s
mouth is 40 feet above the cavern floor. Scaling the rock wall to reach the tunnel requires a successful DC 15 Strength (Athletics) check. Development Zhora Hallen and her Dark Hunters enter the purple
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling of which is uneven and ranges in height from 15 to 30 feet. The cave’s other features are as follows: Moss. Thick moss grows on the walls and the ceiling.
Fungi. The earthen floor gives rise to a
fungus folk are blissfully unaware of the conflict happening outside their caverns, but they’re afraid of the “rock giants” (Halaster’s stone golems) and “rock demons” (gargoyles) that dwell in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Part 5: Tharizdun’s Progeny At the height of the Styes’ long-ago glory, a local eccentric noble named Bryson Landgrave announced his intention to discover what lay on the underside of the world. To
offered to diggers. For reasons no one could comprehend, Landgrave chose to excavate down through the solid rock beneath a small islet a mile or so west of the Styes. The work went well at the start
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Death House Features The locations in Death House have the following features. Ceilings Ceilings vary in height by floor. The first floor has 10-foot-high ceilings, the second floor has 12-foot-high
. The dungeon is carved from earth, clay, and rock. Dungeon tunnels are 5 feet wide by 10 feet high with timber braces at 5-foot intervals.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
Dungeon: General Features All corridors in the dungeon are 10 feet in height, and have been carved out of and, in some places, seemingly melted through solid rock. Unless otherwise noted, doors are 8
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
above the crossbows at a height of 6 feet is a chair equipped with pedals that causes the entire contraption to spin counterclockwise, and with levers that reload and fire the crossbows. This clanking
. Ranged Weapon Attack: +5 to hit, range 50/200 ft., one target. Hit: 5 (1d10) piercing damage.
Sitting in the chair when the characters first enter this area is the device’s inventor, a rock gnome recluse
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of Eternal Flame During the height of ancient Tyar-Besil, the northwest quarter of the ancient dwarven fortress served as its manufacturing center, where great forges and foundries butted up
against all the natural resources necessary to craft weapons and armor both beautiful and deadly. Lava from the volcanic rock below provided heat and material, and where the lava had flowed and then
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Earthquake Level 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action
Range: 500 feet
Components: V, S, M (a fractured rock)
Duration: Concentration, up to 1 minute
Choose a point
from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Earthquake Level 8 Transmutation (Cleric, Druid, Sorcerer) Casting Time: Action
Range: 500 feet
Components: V, S, M (a fractured rock)
Duration: Concentration, up to 1 minute
Choose a point
from a collapsing structure equal to half the structure’s height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Monastery Features Francesca Baerald Map: Monastery Upper Level View Player Version The Najkir Monastery is hewn out of solid rock, its walls carved to resemble bricks, and its floor carved to
described below unless otherwise noted. Caves Natural caves vary in height and water depth; see their descriptions (M2–M3, M32–M34, and M37–M39) for more information. In flooded caves, the murky water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
roof that rises to a height of 120 feet above the water level. Atop the island is a stone fortress, its 20-foot-high outer walls interrupted at irregular intervals by 30-foot-high (two-story) towers
topped with battlements, ballistae, and flame cannons (see the “Skull Island Weaponry” sidebar). A natural column of rock rises from the heart of the fortress and merges with the cavern ceiling. (See
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
center and 10-foot-high ledges along its walls. Water drips from the stalactite-covered ceiling, which rises to a height of 30 feet in the middle of the cavern. Six naturally formed tunnels lead from
creatures in areas 1a, 1b, and 1c detect them and attack. 1a. Ledges Ten-foot-high ledges of rock have formed along the walls of the cavern. Climbing up to a ledge or safely descending from one requires a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
the order, she and the death dogs spring into melee combat while the other hobgoblins take cover behind the rock formations and shoot arrows. The hobgoblins in area 11b also join the battle by loading
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
, thorns, and briars grow upon the steep sides and bald top of the mound. There are black rocks upon the top of the hill, and if these are viewed from a height of about 200 feet or so above the mound
, it will be seen that the whole is shaped like a human skull, with piles of rock appearing as eyeholes, a nose hole, and the jagged teeth of a grinning death’s head. A thorough inspection and search of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, eventually towering over other giants at a height of 40 feet or more. Most gargantuas do not feel at home in giant communities and end up searching for homes large enough to hold their enormous frames. They
until the start of the target’s next turn. On a successful save, a target is immune to this gargantua’s Weird Aura for 24 hours.
Actions
Multiattack. The gargantua makes two Slam or Rock attacks
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Earthquake 8th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Duration: Concentration, up to 1 minute You create a
nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Earthquake 8th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Duration: Concentration, up to 1 minute You create a
nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Stalagmite Tower The stalagmite tower at the center of the main cavern is 120 feet tall and has chambers hollowed out of the lower two-thirds of its height. Those hollowed-out areas have 3-foot-thick
outer walls, 2-foot-thick inner walls, and 3-foot-thick floors, all hewn from solid rock. All ceilings in the tower are 20 feet high. The outer surface of the stalagmite has numerous footholds and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
height, towering over the neighboring hills by 500 feet or more. The last 100 feet or so are a sheer point of rock, requiring DC 15 Strength (Athletics) checks to climb successfully. The view is
stand now, you catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone Tooth. A thin spire of smoke rises from some unseen point high on the hill’s slopes, and you can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A plaque on the door reads “ENGINE ROOM” in Common and Gnomish. The room has the following features: The engine room is filled with machines that hiss, whir, and clatter constantly. A rock gnome
elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
., one target. Hit: 26 (3d10 + 10) thunder damage.
Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) force damage.
Spew Debris (Recharge 5–6). The
that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the
. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
(Athletics) check. On a failed check, the height change counts as 10 feet of difficult terrain. 3 You come to a rooftop that’s 10 feet lower than the one you’re on. Make a DC 10 Strength (Athletics) check to
failed save, you are targeted by a Tasha’s hideous laughter spell, the effect of which lasts 1 minute. 10 Someone on the ground throws a rock, a snowball, or a similar projectile at you. Make a DC 10
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Adventurers can find the canyon by traveling upstream along an arm of the Loagrann River. This great flow once carved the canyon out of the rock that now surrounds it. Time has reduced it to a
Uthgardt contain campfires (see areas 15A–area 15D).
Ledges. The walls of the canyon have ledges in various places that are 30 to 50 feet high. The map has elevation markers to indicate the height of each
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
map, from a height of 250 feet above the bottom of the rift at their northern beginnings to about 150 feet above the rift at the ledges’ far ends to the south. The central area is the rift itself, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Heart of Ubtao A massive chunk of earth and rock torn from the earth drifts over the swampy forest, about two hundred feet above the ground. A petrified tree towers above the stone, with its stone
roots protruding from the bottom. Between the shape of the rock and the branching of the tree’s limbs, it creates the impression of a gigantic stone heart hanging in the sky. The impression is only made