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Returning 35 results for 'more slaad with only anchored for for long'.
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Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
least 1 Hit Point.Multiattack. The slaad makes three Mutating Claw attacks.
Mutating Claw. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Mutating Claw"}, reach 10 ft
Monsters
Domains of Delight: A Feywild Accessory
following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.
A message consisting of no more than twenty-five characters, anchored at various points so it
Monsters
Mythic Odysseys of Theros
Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
sought out Arasta’s lair, as it is rumored that some of the strands of her web are anchored near the edge of the Underworld and can enable a traveler to reach that realm’s ashen shores.
But
Monsters
Quests from the Infinite Staircase
lasts as long as Nafas maintains concentration (as if concentrating on a spell). When the vortex appears, each creature other than Nafas in the vortex’s area must make a DC 22 Strength saving throw
of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
Compendium
- Sources->Dungeons & Dragons->Monster Manual
after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.
Blue Slaad Almost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago
creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command.
VARIANT
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Privies This room is divided into four stone privies with holes cut into their floors and long-disused lavatory pits below. An invisible gray slaad lurks in the privy to the south. It attacks anyone who searches or uses its privy.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Acheron Incursion Reaching the gate to Acheron involves following a long tunnel to a massive mechanical lift. So long as the characters are with Major Kalar, the town guards don’t impede them. Read
cast nondetection on him every 8 hours. Sergeant Luggik. Luggik looks like an armored human woman and behaves like a veteran solider. In fact, the real Luggik was replaced by a gray slaad (see the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moldering hay and the rotting body of a giant toad. Unless it has been drawn elsewhere, Kuketh the death slaad lounges on the hay in bullywug form.
When not bossing around its subjects, Kuketh
quietly ruminates on its troubles. The slaad communicates with strangers using telepathy and is willing to negotiate with characters who claim to be enemies of the Ssethian Scourges. A mercurial creature
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
7. Frog Landing When they aren’t swimming in the underground lake, most of the giant frogs in the cavern sit on this rocky shelf, occasionally snatching bats out of the air with their long tongues
bullywugs swim for the underwater exit in the southeast corner of the pool (see area 6). Bones of larger animals brought here by the bullywugs and fed to the frogs also litter the ground. Most disturbing of all are three sets of iron shackles anchored to the stone, with human, elf, dwarf, and halfling bones.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
400-foot-tall cliff. Thick spider webs woven throughout the base of the tower keep it anchored to the cliff. Hurricane Tower is made of stone, but it is an unsteady structure; it’s also the only
. The wind muffles shouted commands and shreds war-banners, and troops exposed to the wind for too long become slow and erratic.
Without the tower’s protection, Camlash’s forces are exposed to assault
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid
have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
without Vizeran’s permission. Kleve’s control gem is a smoky crystal that Vizeran wears on a chain around his neck, beneath his robes. As long as Vizeran possesses the gem, the death slaad must obey him
exile as an unbeliever in Lolth. Ironically, this might have saved Vizeran’s life, as House DeVir was wiped out not long thereafter by its rival, House Do’Urden. Consigned to solitude in the Underdark
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
are hewn from obscure materials anchored to semi-stable foundations, and its roads are tumbling waves of cobblestone that upend and rearrange themselves without warning. Locals can’t even agree on
that resist the town’s volatile nature—nothing remains for long. Most homes and businesses are owned by githzerai, sculpted from currents of instability into ordered redoubts: towers of latticed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on a successful one. Whether the save succeeds or fails, a creature subjected to the hour-long probe also gains a randomly determined form of long-term madness, determined by rolling on the Long-Term
Gaze until one or more them closes to melee range. See the “Tekeli-li” section earlier in this chapter for more of Tekeli-li’s tactics. Slaad Host. If one of the characters has the Slaad Host secret
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
"Rite of the Arcane Octad"), the orb provides a vision of where it fell inside the observatory (area Y15). The orb is magically anchored to this chamber and cannot be removed or destroyed. The only
” below) but otherwise let strangers explore the store. Inside the store, five galvan magen (see appendix C) watch over rest of the merchandise. More of the magic silk hangs in long drapes throughout the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
To the Nine Hells! Chapter 2 opens with the characters’ arrival in Elturel, which is anchored by enormous chains and trapped under the baleful light of the Companion. If the characters do nothing
Avernus, the characters encounter the valiant Ulder Ravengard, who has been placed in the most unusual situation of defending a city he has long opposed. The beleaguered Ravengard urges the characters to do
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Floating in front of the double door is a giant, ghostly human skull with a long beard.
The devil-faced doors have nine hidden locks, each of which requires a separate knock spell to open. Both doors also
draped over one corner of a tall black crystal chair, is a fist-sized, gleaming black gemstone — the control gem for the death slaad on level 8 (a legend lore spell or similar magic confirms as much
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
time (see “Vlonwelv’s Pulpit”). Chandelier. The room has a 30-foot-high flat ceiling, hanging from which is a wrought iron chandelier shaped vaguely like a giant spider and anchored to the ceiling by a
. Sitting Room Fireplace. A massive fireplace dominates the east wall. (The fireplace’s 5-foot-wide chimney climbs vertically for 50 feet, then ends abruptly. The rest of it caved in long ago
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and shackles anchored to the floor of a dreary dungeon cell. The painting is 3½ feet wide by 7 feet tall. Thanks to a permanent Nystul’s magic aura spell cast on the painting, a detect magic spell does
of Gorm Gulthyn (the dwarven god of vigilance) who long ago set out to rid Undermountain of the evil that is Halaster Blackcloak. Halaster defeated Underbrew but offered to spare the dwarf’s life if he
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ruling over its domain. Long ago, the beholder heard rumors of an arcane device known as the Maze Engine, capable of shifting the gears of reality. During the last Great Modron March, Karazikar
, spanned by bridges made of gut and zurkhwood that are anchored to metal rings in the rock walls of the tunnel entrances. The tunnels are staggered so that the bridges cross over each other at
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
from the skies and occasionally found trapped in webs. Within 1 mile of Arasta’s lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as
out Arasta’s lair, as it is rumored that some of the strands of her web are anchored near the edge of the Underworld and can enable a traveler to reach that realm’s ashen shores. But those who enter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
18. Treasury When characters peer into this area from area 17, read: Beyond the double door is a twenty-foot-wide, twenty-foot-long hallway leading to a dark, pillared chamber strewn with chests
, crates, and other containers. Everything is covered with dust, but not enough to conceal the broken bones and weapons lying on the hallway floor.
The remains on the floor belong to a pair of long-dead
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
ahead.
The sundial is anchored to the ground and cannot be moved or shifted. The eight paths leading out of this area are identical. If the characters try to make any identifying marks on the
the sundial while others take a path, that path leads back to the sundial where the character is waiting. Moreover, that character swears that the others have been gone for 1d6 hours — long enough to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ahead.
The sundial is anchored to the ground and cannot be moved or shifted. The eight paths leading out of this area are identical. If the characters try to make any identifying marks on the ground
the sundial while others take a path, that path leads back to the sundial where the character is waiting. Moreover, that character swears that the others have been gone for 1d6 hours—long enough to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
approach and state their business. Lysan and Zastra are cautious but friendly. They have a sardonic sense of humor developed after being stranded for so long. If the characters express no hostile
a sleek red coat. But Ilren is a disguised death slaad who can cast the spell Modify Memory (spell save DC 15) once per day. Ilren is the reason the camp suffers Aberration attacks; the death slaad
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are attuned to the artifact, other creatures can’t take short or long rests while within 300 feet of you. 81–85 While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that
–25 Creatures with a challenge rating of 0, as well as plants that aren’t creatures, drop to 0 hit points when within 10 feet of the artifact. 26–30 The artifact imprisons a death slaad (see the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Additionally, a small ship is anchored near a clear beach inside the cove. Elven Ship The ship belongs to a group of elven wizards who found Wrecker’s Edge a few months ago. Characters who grew up in an
long before being sent here, and he believes something of magical value might be hidden in the region. He wants to find it swiftly, return to his people, and continue working toward joining the Mages
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Hvalspyd The Hvalspyd (the name means “whale spear”) is a longship sized for frost giants: 250 feet long, with sails made from white dragon wings. It’s anchored 100 yards off a beach along Chult’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
connects to ancient, long-forgotten ocean waters. A zonot is a distinct Simic habitat with its own culture and ecosystem, as well as a leader called a Speaker. The Speakers of all nine zonots form the
the Holdfast and the Upwelling. The Holdfast principle, named for the biological mechanism that keeps kelp and sponges anchored to the sea floor, advises members of the Simic Combine never to stray so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Tables, benches, and other room fixtures are typically twice as high, long, and wide as their human-sized equivalents and roughly eight times the weight. Small and Medium creatures can scuttle under
wood and have sails made from dragon wings. When not in use, the ships are anchored and their sails are lowered.
Greatships are longships sized for frost giants. A typical greatship measures 240
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock this gate.”
Gong. A 3-foot-diameter bronze gong hangs from a sturdy wooden frame anchored to the floor near the west wall. The gong is embossed with carvings of ears of corn. A padded wooden
compartment is hidden atop the hexagonal plinth. Finding it requires a successful DC 15 Wisdom (Perception) check. It contains a 6-inch-long key carved from a dragon’s finger bone, shaped like an H. This key, which is identical to the one in area 19, unlocks the doors to area 39c.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
specifics of that property when the orrery housing was found are left up to you, but whatever it was (compulsion to evil for someone in the party, hostile life force, imprisoned death slaad, yadda yadda
, the orrery waits for someone else to take possession of it. As the characters will learn in time, the orrery and its components were intentionally scattered long ago. But the pieces of the orrery
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature’s senses, inspiring a combination of panic, sensory
creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process.
Death and Destruction. Ygorl’s most notable possession is an adamantine scythe with the slaad
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
red slaad, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower. Minotaur Archaeologist Medium Humanoid, Any Alignment
target is a creature and the minotaur is enlarged, the target must succeed on a DC 14 Strength saving throw or have the prone condition.
Enlarge (Recharges after a Short or Long Rest). For 1 minute






