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Returning 24 results for 'more switch with only about for for large'.
Kenku
Legacy
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Species
Volo's Guide to Monsters
produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine.
Ideal Minions
Kenku gather in
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target. Instead of rolling an attack roll, determine the minimum d20 roll a creature
hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can’t possibly hit the other. Mob
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog’s bark or a large dog’s bark. Matchless Pipe. A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
occasionally entering the unmarked building. Locked Door. The door to area T5 is locked. T2: Break Room This break room smells faintly of sweat and greasy food. Scuffed wooden furniture and a large couch
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reflects the relentless cycles of nature, which in turn make a remarkably prescient model for business. Growth and stagnation. Boom and bust. It’s all there, writ large in the passage of the seasons and
the silhouette of Omin Dran
5 You always have twigs, leaves, and other refuse tangled in your fur or hair.
6 When you switch back to your normal form, one hand always manages to retain its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
usually end a fight quickly.
3 You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most
chitin of giant arthropods
6 A pair of boots fashioned to look like the paws of a large feline
7 A sword whose pommel is shaped in the form of a hand, so that you shake the hand when you wield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all that matters to Aximus and Exekarus — at least until someone convinces the arcanaloths to switch allegiances. The arcanaloths’ attitude toward the characters is indifferent at the start, though the
24 hours, the arcanaloths’ attitude toward the party becomes indifferent once more, and further bribes are needed to regain their assistance. The large iron shield hanging on the wall weighs 750
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hundreds of warriors, mages, priestesses, and giant spiders, a large enough force to overwhelm a community. The invaders would sweep through the town in the dark of night, shackle the best potential
out; if an escape route is blocked, they can switch to another and get safely home. Once the raiders get inside their escape tunnel, they’re usually safe. Opposing forces seldom pursue the drow below
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning
repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. Level 2: Cunning Action Your
of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person. Trip (Cost: 1d6). If the target is Large
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to the roll, unless you have the Incapacitated condition. Bait and Switch When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature
attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you. Rally As a Bonus Action, you can expend one
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The console is a magic device bolted to the floor that resembles a small desk with a slanted top. It is a Large object with AC 15, 18 hit points, and immunity to poison and psychic damage. The
-fifth master switch opens or closes all the gates at once. Flipping one or more switches on the console requires an action. Light Control. A brass dial on the console controls the light level in area
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
this room. Secret Door. A secret door behind a bookshelf in the southeast corner of the room can be opened by pulling on a switch disguised as a red-covered book with a blank spine. A character
Poison, and Spiritual Weapon). D10: Conservatory A harpsichord and bench fill this elegant hall’s northwest corner. On the opposite side of the room, a large standing harp rests near the room’s fireplace
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 11 stand watch at the doors on the west side of area 3, while the orc Eye of Gruumsh from area 9 backs up the orcs in area 4 or 4a. 3. The Rift Hall The great door opens into a large hall. A
the stairs, then switch to greataxes and move up to block the stairways. Development. If the characters dispose of the sentries in area 1 quietly, the orcs in area 4 might not notice them. Characters
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
wooden racks and chests filled with weaponry. Floating in the middle of the room is a spherical creature with a large central eye and four writhing eyestalks.
The inventory is nonmagical and includes
corner tower. Characters can speak quietly with a prisoner without being noticed from the tower. R12: Meeting Room This room holds a large, rectangular table with a single chair on one long side and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wooden racks and chests filled with weaponry. Floating in the middle of the room is a spherical creature with a large central eye and four writhing eyestalks.
The inventory is nonmagical and includes
corner tower. Characters can speak quietly with a prisoner without being noticed from the tower. R12: Meeting Room This room holds a large, rectangular table with a single chair on one long side and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
targets outside. When characters enter the room, the goblins switch to attacking in melee. C4: Ruined Quarters The southwest tower of the castle is little more than a heap of rubble. Several ragged
Hall Wade Acuff The goblins who inhabit Cragmaw Castle often hold raucous, messy dinner parties The western portion of this large hall ends in a wall of rubble, but the remainder is still intact. This
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are lined with long wooden benches with equidistant holes, which empty into a large trench. In the center of the room is a long trough filled with murky water.
The waste from the latrines has
entrance into the outpost’s hidden hot spring (area Z6). Z6: Hot Spring A large, natural pool brimming with turquoise water burbles at the center of this chamber. Steam coils off the water’s surface
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
chromatic dragons to switch sides or break from Tiamat’s cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queen’s victory might be assured. Using the Lords’ Alliance
stead. Silverymoon has a large army and many wizards who would greatly assist in the coming battle, but Taern has not lived this long by being rash. He is one of the most cautious delegates, knowing
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
chromatic dragons to switch sides or break from Tiamat’s cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queen’s victory might be assured. Using the Lords’ Alliance
stead. Silverymoon has a large army and many wizards who would greatly assist in the coming battle, but Taern has not lived this long by being rash. He is one of the most cautious delegates, knowing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
chromatic dragons to switch sides or break from Tiamat’s cause. Without the help of the alliance against the Cult of the Dragon, the Dragon Queen’s victory might be assured. Using the Lords’ Alliance
stead. Silverymoon has a large army and many wizards who would greatly assist in the coming battle, but Taern has not lived this long by being rash. He is one of the most cautious delegates, knowing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reveals the pressure plate, which is activated and deactivated by a toggle switch hidden under the nearby information desk. The trap is normally activated while the museum is closed to the public and
large prehistoric monsters are on display here, including the museum’s most famous display: the beautifully preserved body of an allosaurus, its leathery skin appearing supple to the touch. An
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, next to a large wooden cage containing a rust monster. Along the walls are piles of broken and rusted helmets, shields, and weapons. Hanging from hooks on the back wall are three mannequins made of
. Ahmaergo’s Collection Xanathar’s majordomo fetishizes minotaurs and has decorated this magically lit room accordingly: A stuffed, glowering minotaur stands at the north end of the room. A large greataxe
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
two gems worth 450 gp and 125 gp respectively and one spaceship trinket. Roll on the Spaceship Trinkets table to determine the trinket. S18: Operating Theater (Yellow) This large, sterile room is
-off switch, a toggle for zooming in and out, and dials to cycle through the ship’s rooms. As an action, a character can adjust the dials to glimpse the contents of another room on this level. Have the






