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Returning 35 results for 'more stone with only above for for loose'.
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Spells
Elemental Evil Player's Companion
prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
Spells
Elemental Evil Player's Companion
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
If you target an area of loose earth, you
appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it to become
Kenku
Legacy
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Species
Volo's Guide to Monsters
master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.
Since then, the kenku have wandered the world
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
appears empty but contains a hidden compartment behind a loose stone in the east wall. A character who takes the Search action and succeeds on a DC 13 Wisdom (Perception) check discovers the loose
skeleton draped over the northern slab is that of the high priest’s torturer (see “Treasure” below and “Temple Features” for details). Treasure. The dead torturer clutches a +1 Whip. Behind the loose stone in cell B lies a Wand of Secrets.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K71. Kingsmen Quarters This dark passage runs for twenty feet, connecting an archway to the west with an ascending stone staircase to the east. To the north and south are four ten-foot-square alcoves
goes up along the east wall leads to area K20. Treasure Three of the alcoves contain nothing of value. A loose flagstone in the southeast alcove covers a hidden cubbyhole in the floor, in which is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carvings of stone giants. At the foot of each carving is a pile of loose rocks.
Speleosa. Unless she is interrupted, Speleosa the stone giant is sitting in the middle of the cave and using a patch
13. Giants’ Living Quarters This cluster of 30-foot-high caverns serves as the living quarters for the stone giant family. 13a. Obsidia and Rhodos Two stone giants named Obsidia and Rhodos have been
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
its southern side to curve around and approach the back of the manor house from the east.
On the surface where the manor once stood are heaps of fallen stone blocks and the tumbled lines of walls
to soaring stone chimneys. It looks like it was once a truly impressive hall.
The two wings of the manor are fallen stones and forest now. Bits of flagstone floor can be seen amid the bushes and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Xorta’s Flute Xorta. The reclusive stone giant lairs here, shunning the rest of her family.
Bats. Ten giant bats cling to the cave’s roof, their wings wrapped tightly around their bodies as
they sleep.
Rocks. Strewn upon the uneven floor amid mounds of bat guano are loose rocks that Xorta hurls at intruders and others who bother her.
Xorta reclines in the north alcove, partially hidden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Stonecloaks Halaster created stone golems in his own likeness and used fragments of the Runestone to imbue them with intelligence. Then he set them loose on this level. Called Stonecloaks, these 10
Ezzat’s wards mean that there’s little they can do about it. Unless otherwise noted, a Stonecloak uses the stone golem statistics, with these changes: A Stonecloak has Intelligence and Charisma scores of 9
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
roof beyond the Widow’s Walk is treacherously angled, covered in loose shingles, and slick with moss. A character moving across the roof without the aid of magic or gear to steady themselves must
succeed on a DC 15 Strength (Athletics) check or slide off the roof to the ground, taking 14 (4d6) bludgeoning damage. Witch Stone. A ledge juts from a chimney about 30 feet east of the northeast corner of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
1 minute. Piles of treasure are heaped against the west and east walls of this stone room. If the golem is visible, add: A ten-foot-tall statue carved from amber in the likeness of a hawk-headed
for the stone golem in the Monster Manual). It attacks any creature that disturbs the treasure. The golem can leave the room but can’t leave the Amber Temple. Amber Golem See area X41 for a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Dwarves’ Den Tankard. A large iron tankard sculpture has torn loose from the 30-foot-high ceiling and fallen onto a stone table in the middle of the room, cracking it in half. Toppled stools
surround the broken table.
Statues. Two 4-foot-tall statues of dwarves stand atop 2-foot-high blocks of stone at opposite ends of the room. The head of the southern statue has broken off and lies on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mold Earth Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Mold Earth Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous or 1 hour (see below) You choose a portion of dirt or stone that you can see within range
and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
roof on its topmost level (see area B4), but this feature can be noted only from above, not from the ground. The Barn Door’s rockets can’t be seen because they’re hidden underground. Characters who examine the ground around the tower find several metal shingles that came loose during the test firing.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
Darklord can perform a ritual to consume Chakuna’s heart and take her place as ruler of Valachan, or destroy it and loose the sapient rage of the rain forest on anyone trapped within the domain’s
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Fashion and Aesthetics Both High and Low Netherese individuals favor loose, flowing attire such as togas, robes, cloaks, and sashes. They often adorn their heads with shawls, headbands, veils, or
they are, earth tones dominate. Adornments such as earrings, pendants, armbands, and belts are typically made of knotted rope or carved from wood or stone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Roc of Mount Ghakis As the characters cross the stone bridge (area T8) from east to west — possibly on their way back from the Amber Temple (chapter 13) — they are spotted by a roc that has survived
available. Otherwise, it attacks a party member. It can’t reach characters who hide in the guard posts at either end of the bridge. If it has nothing to attack on its turn, the roc lets loose a horrible shriek and flies back to its nest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
. The northern half of the room contains raised stone benches for students.
Dais. To the south, a large chalkboard is mounted above a 5-foot-high stone dais. Drawn on the chalkboard are three frog-like
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
crater, in the center of which is a stone structure that glows brightly from within. A shallow lake surrounds the island on which the stone structure stands. Similar, smaller structures dot the lake’s
shore. The way into the crater’s basin is a hazardous slope of loose scree.
From the crater’s rim, it’s a 150-foot descent to the lake’s edge. The safest path to the lake is a series of switchbacks
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
bound together with twisted fiber. The lizards can carry or drag loads that are too massive for the lizardfolk, such as large timbers or impressive crocodiles. They are also used to raise stone onto the
who comes within reach if their handlers aren’t present to keep them under control. If set loose, they most likely romp away into the swamp. If the goal is to have the lizards rampage through the camp, someone needs to rile them up first. Poking them through the stockade wall with spears will do the trick.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Statue of Vergadain A 9-foot-tall stone golem carved in the likeness of Vergadain, the dwarven god of luck and wealth, stands in this alcove with shoulders squared and a smug look carved into its
sapphires that can’t be pried loose until the golem is destroyed (see “Treasure” below). The golem remains motionless until it is attacked or activated by the trap in area 22a. It has the following
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
bound together with twisted fiber. The lizards can carry or drag loads that are too massive for the lizardfolk, such as large timbers or impressive crocodiles. They are also used to raise stone onto the
comes within reach if their handlers aren’t present to keep them under control. If set loose, they most likely romp away into the swamp. If the goal is to have the lizards rampage through the camp, someone needs to rile them up first. Poking them through the stockade wall with spears will do the trick.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
mournful angel graces the doors.
The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under
3. Trapped Hall This area was part of Tresendar Manor’s original cellars. The Redbrands dug out the dirt beneath the stone floor, creating a hidden pit trap. Thick dust covers the flagstones of this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through the eastern door, he casts greater invisibility on himself.
Table. A wooden table in the center of the room bears a map made of loose stones arranged to form walls and doors (see “Tabletop Map
deliver the heads of Nadia and Shunn, Rizzeryl gives them a stone key hidden in this room (see “Secret Compartment” below). If the characters attack him, Rizzeryl calls forth the wererats to defend him
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
feet to another double door. Stone railings flank the staircase.
Hidden Lever. A character who takes the Search action to examine the southwest pillar automatically finds a loose panel, behind which is
T5: Sinister Stairs Four stone pillars buttress the vaulted ceiling of this otherwise empty hall. Two wide tunnels lead north. Iron double doors stand closed on the north, west, and east walls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10-foot-high walls are lined with stone bricks veined with gold. A few of the bricks have come loose, revealing thin sheets of lead behind them. These lead sheets are designed to prevent magical
inside. 36d. Damaged Stone Vault Door. The lead door that once secured this room has been torn off its hinges and lies on the floor.
Chasm. The southwest corner of the chamber has fallen away
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Mad Mage’s Puzzle Indentation. A 4-inch-deep, 8-foot-wide, 10-foot-long rectangular indentation is carved into the floor of this 20-foot-high cavern.
Jigsaw Pieces. A loose pile of carved
, painted stones stands near the south wall.
The pile contains ninety-nine chunks of stone, each weighing 25 pounds and carved in the shape of a jigsaw puzzle piece. The pieces form an image of Halaster
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the drow archmage uses those components to craft a talisman that looks and feels like a five-pound black heart carved of black stone. Imbued with arcane and fiendish power, the dark heart talisman
acts as a beacon when Vizeran’s ritual is performed, drawing all demons presently loose in the Underdark. The talisman radiates faint conjuration magic even before it is activated, but it’s primarily a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Shaking Loose The engine, which weighs two tons, is ordinarily set on a solid stone surface. Being wedged partway down a crevasse makes its operation more problematic. When the engine is activated
, the vibration of its clacking gears sends showers of loose stones down the crevasse walls. Once the engine has been activated, it “acts” on initiative count 15. Mephit Madness On the round after the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
climb to a snow-covered walkway that clings to the south side of the structure. The building’s slumped posture and sagging, snow-covered roof, coupled with the broken windows and loose, flapping
shutters, suggest utter abandonment. Large snowdrifts huddle around the rotting stilts and engulf a nearby woodshed and outhouse. Only the wind visits this sinister place.
The Black Cabin has two stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
hand. Engraved on each side of the loose coin is Halaster’s rune. A detect magic spell reveals an aura of abjuration magic around the coin, and an identify spell or similar magic reveals its magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved into the stone. The slot has the same width and depth as the pirate’s rusty blade. If this shortsword or one like it is inserted into the slot, a loose rock in the ceiling falls away, and with it






