Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'more slick with only all for for long'.
Other Suggestions:
more sling with only all for for long
more stick with only all for for long
more slimy with only all for for long
more stack with only all for for long
more sticky with only all for for long
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.
A restrained creature is stuck as long
, which is slick and sticks to anything that touches it.
If Juiblex dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Juiblex
The Faceless
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it
within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.
If a humanoid spends at least 1 hour within 1 mile of the lair, that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K81. Tunnel This tunnel is cut into the Pillarstone of Ravenloft itself. Its surface is slick, and its ceiling is barely 6 feet high. A lingering fog limits visibility to a few feet. Characters who
have knowledge of stonecutting can tell that this passage is a relatively new construction compared to other areas of Ravenloft. The tunnel is 120 feet long, with a stone door at its eastern end. Near
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Bridge The steep stairs from area 14 lead to a 40-foot-long stone bridge extending over a dark pit. The west end of the bridge is 10 feet higher than the eastern edge. Moisture drips down from
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
15. Bridge The steep stairs from area 14 lead to a 40-foot-long stone bridge extending over a dark pit. The west end of the bridge is 10 feet higher than the eastern edge. Moisture drips down from
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
long and leads to area 6. On the east side of the hill is a dry, 100-foot-long tunnel that gently slopes down to area 3a. If the characters climb to the top of the hill and look around for other possible
Smaller Space” section in chapter 9 of the Player’s Handbook).
Walls. The walls are damp and slick, but thanks to an abundance of handholds and footholds, they can be climbed with a successful DC 10 Strength (Athletics) check.
Map 1.2: Dripping Caves View Player Version
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skinless snake. Its long, draconic snout drips with venom as it slumbers.
The creature sleeping on the ceiling is the hertilod (see appendix A) that swallowed the next rod piece. A character can move
heart through this passage leads to the area above the Lambent Zenith’s prow (area Z19). A3: Flooded Atrium The air here is humid. Pooled on the floor is black sludge that shimmers like an oil slick
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the ice trolls, and the ice toads move across the slick ice with ease thanks to claws and bony spurs on their feet that give them traction. The dragon’s kobold servants wear crampons made of animal
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->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If a humanoid spends at least 1 hour within 1 mile of the lair
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If a humanoid spends at least 1 hour within 1 mile of the lair
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance. The cave is about 8 feet in diameter and 40 feet long. At the
end of the cave, near the roof, is a long, horizontal crevice about a foot wide. The air is sucked into this crack at great speed, creating the loud whistling noise and snuffing out torches. Shortly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
saving throw. A chest remains open for 1 minute, then closes. An anemone chest has AC 5 and 20 hit points.
Ceilings. The stronghold has slick, rough-hewn walls that don’t offer a lot of handholds, so
creatures that can’t breathe water aren’t likely to survive for long without the aid of water breathing spells or similar magic.
Doors and Secret Doors. The giant-sized doors throughout Maelstrom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
shapes and abilities. The common forms that are familiar to demonologists represent broad trends, but individual demons defy those tendencies. For instance, a vrock might crawl out of an oil slick in the
accumulates changes to its form due to interaction with the energies of the Abyss. These long-lived demons often become demon lords, beings of such power that they can hold sway over entire realms within the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
an oil slick. Characters with a passive Wisdom (Perception) score of 18 or higher notice the oil slick if they can see the water. If flames touch the water, the entire flooded area ignites, dealing
room. On the north wall hangs a long stone slab that features a bas-relief depicting dragons bowing respectfully over a large dragon corpse. A dragon skull is mounted on the east wall.
This room was
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The floors inside the iceberg are worn glass-smooth from decades of traffic. Arauthator, the ice trolls, and the ice toads move across the slick ice with ease thanks to claws and bony spurs on their
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->Volo's Guide to Monsters
duplicate’s space. If the illusory duplicate takes any damage, it disappears. The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick
1 mile of her lair: Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it. Currents and tides are exceptionally strong and treacherous. Any ability
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
thin film of slime, which is slick and sticks to anything that touches it. If Juiblex dies, these effects fade over the course of 1d10 days. Cultists of Juiblex The Faceless Lord grants its cultists
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
usually at the highest elevation inside the lair and accessible only through a long vertical tunnel. Here, the beholder rests and plots. The room typically contains a nest of sand or cloth bedding and
includes a long, narrow chamber with an uneven floor and multiple terraces, a beholder might turn this area into a killing ground. The floors count as difficult terrain, and the terraces mean that in some
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
up being slightly “off” in some way: the ale often caused a headache, and the mead shimmered with an oil-slick iridescence. Wheel-of-Fortune doesn’t know how this keeps happening and is embarrassed by
mistook the creatures for misbehaving children due to their stature, but then she noticed their long, flat ears and sharpened teeth. They also all carried weapons. Damaged Bar. Much to Grista’s surprise
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) check to climb out of the pit because of the slick slime and moss growing on its sides. C. Spiked Pit Trap Each of these pits, measuring 6 feet by 6 feet and with a depth of 10 feet, has long wooden
Strength (Athletics) check to climb out of the pit because of the slick slime and moss growing on its sides. D. False Door with Overhead Block A false door is installed in the wall in these locations. The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
deck is slick with algae and seawater. Amid the tangle of rigging, splintered railings, and stray seaweed, you spot boots, bones, and bits of gore that seem considerably more recent than the wreck of
Characters. If the characters are 2nd level, add a third zombie to this encounter. C5: Galley A long-dead, headless skeleton sits propped up against a counter to the right, but the galley is otherwise empty
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of one of the pools like an oil slick. M9. Transformation Chamber New scents greet you here: the musty funk of decaying fabric and old furs, and the smell of rot lingering in the stagnant air. Thick
-meenlocks used remnants of their knowledge to rig explosives on the four pillars in this room. Attached to each pillar is a stick of dynamite with a long fuse leading to a plunger trigger. Any character who
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the coral. They find that the plant life is healthy, and they see long claw marks in the coral leading to and from the flooded cave. Any character who has a passive Wisdom (Perception) score of 14 or
surrounding stone. The floor is slick with moisture but not flooded. This place was once a bedroom. Stains on the floor mark where once stood a bed, a desk, a table, and chairs. The splintered remains of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters can see into this area, read the following: The floor of this chamber is slick with blood. Two of three tables have growling corpses strapped to them. A frenzied woman brandishes a knife as she
Citlán Eerie scrawls cover the walls of this long, straight tunnel. A breeze flows from that darkness, carrying a faint scent of smoke. Foul-looking feathers litter the floor, and claw marks gouge the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
there. 25. Long Cavern The thunderous roar of falling water fills this long, low chamber, and spray makes everything slick and wet. A fast stream rushes through the center of the cavern, emerging from
perils.
15. The Cold Stream If the characters take the steps down from area 10, they emerge into a narrow tunnel with a subterranean stream flowing across it. The stairway twists and turns a long way
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: West Storage Silo The corridor opens into a cylindrical shaft thirty feet in diameter whose slick walls drop into the darkness below. A domed ceiling peaks thirty feet above the floor of the hallway
center statue of Amun Sa on the north wall conceals a secret door that leads to an empty, 15-foot-long corridor with tiny holes in the walls. A character who inspects the corridor’s walls and succeeds on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are of duergar make. A character proficient in History also realizes the duergar clan that once used these marks is long gone, overwhelmed by mind flayers many generations ago. G3: Cage Workshop Stamps
Several short, iron bed frames are jumbled together in this room. Nothing remains of any bedding. An opening to the south leads to an alcove containing only two long tables and a splintered chair.
To
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
him and dangling them from his ship’s mermaid figurehead. A long-ago injury cost him his left eye and incised a scar in the form of a large X across his face. The ruined eye socket now holds a magical
tied up at this pier. Cargo is offloaded using the crane at the warehouse (area 4). The pier is covered in slick moss and perpetually in need of repair. Two small boats are kept here. One is a simple
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Fane Locations F1. Worm’s Stair The skeleton of a giant worm is fused to the sides of this long tunnel, disappearing into a nearly vertical tunnel fifty feet above the floor. Wooden steps have been
. A set of slick stone steps descends into the spray-filled bowl to the north, while a passage to the west holds steps leading upward.
A creature swept over the falls lands in a water-filled basin
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
is Cliffside Cemetery, located in the Tumbledown neighborhood and employing many local residents as gravediggers, stonemasons, morticians, and professional mourners. Long ago, the graveyard was an
neighborhood has long offered sanctuary for the depressed and mentally ill. The few attendants ascribe to the faith of no particular god, but extol the virtues of meditation and whatever calm faiths
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
professional mourners. Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire
Last Hope This combined chapel and asylum in the Twin Songs neighborhood has long offered sanctuary for the depressed and mentally ill. The few attendants ascribe to the faith of no particular god, but






