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Returning 35 results for 'matter standing with only are fire for long'.
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Long Jump When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump. When you make a standing Long Jump, you
condition. This Long Jump rule assumes that the height of the jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine
Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
(Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a long
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V8: Forbidden Vale Your ascent ends at a broad caldera filled with a steaming lake. An ancient ziggurat stands on an island in the lake’s center, connected to the south shore by a long stone bridge
lake is a trivial matter. On reaching the water’s edge, the characters notice, strewn along the lake bed, thousands of bones crusted with mineral deposits. Many of the bones appear to have come from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hag Lairs No matter what form it takes, a hag’s home is a manifestation of her basic nature. It is ugly, eerie, or unnerving in some way, often incorporating some aspect of decay, such as a dead tree
, and within a ring of fallen standing stones that still resonate with ancient power. In order to facilitate bargaining with mortals, the home must be near enough to a populated area that it attracts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Serpent Gate These 10-foot-high side caverns feature a standing gate that grants access to level 11. Strikingly beautiful carvings of serpents decorate the walls of these caverns. 18a. Trapped
fire from holes in the walls against the creature that triggered the trap, making a ranged weapon attack (+7 to hit) that deals 10 (4d4) piercing damage. The trap resets each round. A search of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Big Top Standing at the Carnival’s center is the Big Top, its largest tent. The Big Top houses spectacular shows, from acrobats and displays of magic to beloved plays. Three coppers buy a visitor
admittance for as long as they like, with performances of varying quality running from sunrise until midnight.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Variety Series Some groups don’t want a long campaign with sweeping plotlines; they prefer short, unconnected adventures. With that style of game, different players might take turns as DM for one to three sessions at a time, with each adventure standing as a self-contained story.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sphere of magical force that prevents any matter from passing into it and blocks any spells cast into or out of it. The sphere is suspended between the zapper’s spines, 50 feet above the ground. This
that moves within 100 feet of it, discharging a beam of radiance that forms a line 5 feet wide and up to 100 feet long, extending to the target. Any creature in the line that has 100 hit points or
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
has been exhausted, which means the White Jade Emperor’s long reign will end soon. The Grand Secretary who governs Great Xing according to the emperor’s command knows that it’s only a matter of time before word of the emperor’s impending death gets out and the stability of the empire is put to the test.
scholars, bureaucrats, artisans, and performers. But Yongjing was not always so vibrant. Beneath the fine floor tiles and immaculate garden paths lie the remains of prior dynasties and their long-dead
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Athlete You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5
feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
onto another plane, matter is warped into alien shapes that defy understandable geometry and biology. Aberrations such as mind flayers and beholders are either from this plane or shaped by its strange
awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of the mind to overcome the boundaries of matter, space, and sanity. Some warlocks embrace this struggle by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the irregular floor tiles. When a weight of 20 pounds or more is placed on the floor, it collapses, causing any creature standing on the pit to fall in and take 7 (2d6) bludgeoning damage. In
Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
annexed in the aftermath. Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable
yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass
. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. Fire. You know Ignan, and you have Immunity to Fire damage. Water. You know Aquan
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Quest: Fire Ghost If the characters don’t bring up the unusual sign on the storeroom door, Ruckus soon mentions it and asks for their help in resolving the matter. Read the following boxed text aloud
: “I’ve been smelling smoke in the storeroom for the past few days. Yesterday I peeked inside and saw a cloaked figure smoldering like an ember—surely it was a fire ghost! I threw a flagon of ale at
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Standing Leap. As part of its movement and without a running start, the frog can long jump up to 10 feet and high jump up to 5 feet.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Swarm of Rot Grubs Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone
that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts. Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they’re
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as
reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
entirely separate universe with its own physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is warped into alien shapes that defy understandable geometry
the mind to overcome the boundaries of matter, space, and rational thought. Some Warlocks embrace this struggle by forming pacts with entities there. Anyone who has seen the Far Realm mutters about eyes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit
points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command
Helm of Brilliance Wondrous item, very rare (requires attunement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some
earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
around 80. Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Draconic
Ancestry Dragon Damage Type Breath Weapon Black Acid 5 by 30 ft. line (Dex. save) Blue Lightning 5 by 30 ft. line (Dex. save) Brass Fire 5 by 30 ft. line (Dex. save) Bronze Lightning 5 by 30 ft
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
an invisible electrical field that extends from floor to ceiling throughout the 70-foot-long corridor. The field isn’t directly harmful, but metal objects that pass between the plates become heated
. Metal will become uncomfortably warm after moving 20 feet into the field, painfully hot after 30 feet, and hot enough to deal fire damage at 40 feet and beyond. The field affects armor, weapons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the hall face a colorful fresco on the north wall. The fresco, 30 feet long by 15 feet tall, depicts a slender, middle-aged human wizard (Xerrion Shadowdusk) standing before a magic portal with tentacles pouring out of it. The wizard is smiling, and clutched in his arms is a black crystal tablet.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
respect and fear throughout Baldur’s Gate. While open worship of the Dead Three is frowned upon in Baldur’s Gate, their worship is not illegal — so long as worship remains within the laws. Every now
, such claims have actually raised a figure’s standing in the public eye. For more details on the Dead Three, see “Dangers in Baldur’s Gate”.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Quill’s Party No matter how much time seems to have passed inside the painting, when Quill and the characters leave the extradimensional space, they land near the north wall of the ballroom during
weapons and using its lair actions when appropriate. The two suits of animated armor standing guard outside the ballroom also attack at the command of the beholder. Renekor wants to keep Quill alive
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
are close to freeing the woman, the tree begins to rise on its own. Two other trees standing nearby shift back along the ground as the elf stands and smiles, showing no sign of injury.
“Heroes at last
around each of your necks, then suddenly transforms into an owl. Her awakened tree servants stomp after her into the forest.
As long as the characters wear these garlands, they are invisible to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
suspicion. Those who play the factions against one another might earn the favor of both—but for how long? Using the renown system from the Dungeon Master’s Guide, track the characters’ standing with
Kalakeri’s two factions. Every character begins with 0 renown score with each faction. Characters gain or lose points as they act against or in the service of either faction. As they do so, their standing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
that no matter how their original god, Io, brought them into being, that ancient deity is either long dead or uncaring about their fate, and the dragon gods that supplanted Io seem primarily interested
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devout worshiper, but who has also been invested with a measure of a deity’s power. The question has long been debated: Does a mortal become a cleric as a consequence of deep devotion to one’s deity
, thereby attracting the god’s favor? Or is it the deity who sees the potential in a person and calls that individual into service? Ultimately, perhaps, the answer doesn’t matter. However clerics come
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
attacking the characters as long as the fire giants remain at the Star Forge. In this case, Akaanvaerd might fly ahead to soften up the fire giants before the characters arrive, or he might retreat for a few
Battle on the Crater Rim On the rim of the Star Forge’s crater, four fire giants harry the adult red dragon Akaanvaerd. The five combatants move around the crater’s rim while fighting, effectively






