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Returning 35 results for 'most some with only anchored falls for list'.
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Monsters
The Wild Beyond the Witchlight
addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her.Multiattack. Bavlorna makes one Bite attack and one Withering Ray attack
thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion.
Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G2. Waterfall and Rope Bridge The waterfall plunges 60 feet, its mist lightly obscuring a 35-foot-long rope bridge firmly anchored to 20-foot-high ledges. The bridge is difficult terrain (see the
Basic Rules), and sags so that its midpoint is only 15 feet above the water. A creature that falls or jumps from the bridge takes no damage if it lands in the water, which is 5 feet deep in the area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
everywhere.
Rope Ladder. The crumbling remains of a ramp lie below the precipice. A slimy rope ladder has been anchored with spikes to its western edge.
The rope ladder has been smeared with
carrion crawler mucus. Any creature climbing down the ladder must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way is also paralyzed and falls from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Unless anchored, held down, or affected by a fly spell or similar magic, any creature or object that enters this room falls up toward the ceiling. The desk is empty except for the array of nine books
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
feet to the top of the ice platform in area 16 in Arauthator’s lair. A creature tipped into the chute slides as much as falls, taking only 10 (3d6) bludgeoning damage when hitting bottom. The creature
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
feet to the top of the ice platform in area 16 in Arauthator’s lair. A creature tipped into the chute slides as much as falls, taking only 10 (3d6) bludgeoning damage when hitting bottom. The creature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
conflict between demons and devils known as the Blood War. Next on Zariel’s list of cities is Elturel’s neighbor, Baldur’s Gate. The characters can be the heroes who descend into Avernus, save Elturel
After befriending a hollyphant named Lulu, the characters help survivors in Elturel, a city anchored by chains above the River Styx on the first layer of the Nine Hells, and search for Grand Duke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
(area D1) and wait to be rescued. When the characters confront them, Fel’rekt and Krebbyg stall for time until their escape vehicle arrives. If either drow falls, the other tosses the stone into the
, the Eyecatcher, which is anchored in the middle of the harbor 1 mile away. Big Belchy has AC 18, 75 hit points, and immunity to poison and psychic damage. If it is reduced to 0 hit points, it sinks once
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
statistics as follows: Both goblins are neutral. Add Acrobatics +6 and Athletics +3 to the goblins’ list of skills. The goblins have advantage on checks made to avoid being surprised. The goblins
. Any creature that falls can potentially become entangled in the webs (see “Falling”).
Falling. Whenever a creature takes damage while traversing the Silken Paths, or whenever the webs upon which
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Student You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions
, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the
Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list. When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lined with a 10-foot-square patch of brown mold. A creature that falls the distance takes 17 (5d6) bludgeoning damage plus damage from the brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon
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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
new area, the illusory flames create figures of violet flame, play out a scene, then harmlessly fade. After reading the description of each room, paraphrase the next scene from the following list
: Meeting. A Knight of Solamnia saves a group of elf travelers from ogre raiders. An elf woman falls into the knight’s arms. Behind him, the silhouette of a human woman turns and fades away. Disgraced. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the
Druid spell list. Druidcraft and Produce Flame are recommended. Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
flailing away at the creatures inside with its tentacles, as described above in “Thrashing Tentacles.” Round 2 The octopus’s weight and writing tentacles cause the ship to list 30 degrees to port. At the
need to make this saving throw. From this time on, a character who falls prone slides 10 feet toward the port side. Round 3 As the octopus crushes the ship, water pours through the hull and fills area
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
lever, the pallet falls down to the water and floats there. As an action, a character can operate the winch to pull the pallet back up 10 feet. A3: Kitchen A doorway in the rock opens into a dining room
an open-air temple that overhangs the cliff, supported by arched stone struts anchored to the cliff face. The north wall of the temple is carved directly into the rock, while the rest is open to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
anchored on the River Styx a few hundred yards from the dock. Hanging from the barge’s loading crane by a rusty chain is a ten-foot-diameter, spherical diving bell made of iron and glass. Suction tubes
one of its pincers to try to snip through the bathysphere’s rusty chain, doing so with a successful DC 20 Strength check. If the chain breaks, the bathysphere falls to the bottom of the River Styx
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
each side of the entrance, keep the tower anchored in place.
On the west side of this room, webs extend over a wooden altar with misshapen candelabras on it. Tiny spiders scuttle over the altar
with them. A creature that deals damage to a web anchor takes 18 (4d8) psychic damage. The tower creaks ominously if both anchors are cut. If the four anchors in area X1 have also been cut, the tower falls.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the statue destroys the trap. Pits Mechanical trap Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored
on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild’s magnificent, cathedral-like arboretum
list of options. Your trunk can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. Keen Smell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this approach to work, create a list of your genre’s main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing
groups that are focused on the story. It falls flat if the players merely manipulate it to gain advantage in key situations, without earning inspiration by way of good roleplaying or whatever other
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wizard hurling over Tser Falls (area H). The wizard, his staff and spellbook lost, survived the fall and retreated into the mountains, hoping to regain his power, only to be driven mad by the
normally. The Mad Mage has a different spell list from that of the archmage in the Monster Manual, and he has already used one 1st-level spell slot to cast mage armor on himself, one 4th-level spell
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and its floor is covered by a patch of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Any creature that falls into the pit takes 1d6 bludgeoning damage and automatically
madness to perform either ritual successfully. Tucked in one book are two scrolls: one that bears a list of six stone giant names (including Rihuud’s and Dorhun’s) and another that is actually a letter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check. If successful, the creature ends the restrained condition on it, falls 20 feet to the floor, and escapes the whirlwind. A creature outside the whirlwind can attempt a similar check to pull
Monster Pit A low, thin mist clings to the floor of this cave, and the walls glisten with moisture. Several sets of crude bronze manacles are anchored to the walls, and three hold haggard human
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
assumes its true waxy form, stares back with its one glaring red eye, and screams in Abyssal, “I know who you are!” The mirror then falls and shatters on the floor. 20e. Treasure Downstream River of Fish
inscribed with the insignia of House Auvryndar (25 gp), and he carries 35 gp in a web pouch. 20h. Old Dining Hall Lanterns. Anchored to the rafters by short chains are four unlit iron lanterns
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
goes to the top of the list for the next fight in the arena. On important occasions, more than two hundred sahuagin fill the arena to watch the sport, but at present fifty-five are here: forty-nine
18 Strength (Athletics) check. Net Trap. Installed in the ceiling of the short corridor leading south from area 58 to area 60 is a large net trap. The net falls when a creature in area 58 releases
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the area by water are pulled south and over the falls unless they take countermeasures. The waterway to the north flows westward down the passageway, unaffected by the current. P3. Nets The waterway
dead-ends in a long cavern where only the distant sound of the falls echoes off the walls. Nets divide the cavern, spanning the distance between pairs of stalagmites jutting above the water.
Seven
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the shelves, each section of which has a rolling ladder anchored to a ceiling rail.
Three custodians are working here, sweeping the floors: a human, a gnome, and a half-elf.
After Kandlekeep
designed for shorter people and two chairs built for human-sized folk. Lying on the table is a small piece of paper.
The paper is Stonky’s task list, which reads as follows in Gnomish: Seven Steps
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. On a failed check, the climber falls 40 feet. The safer route across the bridge can be accessed only through the warehouse. The warehouse workers don’t want any trouble. If the characters bully their
look of frustration and a never-ending list of tasks. If the characters ask to meet with Dory, she agrees to put the request in for his consideration. She warns that it might be several days before a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
from fiendish creatures and undead in Elturel, the characters quickly become aware of the threats presented by the city itself.
Falling. Any creature that falls from Elturel’s location high above
fresh water are stored in the basement. Anchored by the chains of Avernus, the city of Elturel is doomed to drown in the River Styx unless someone finds a way to save it.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
magic like the thunderwave spell, or by a shove attack, or that falls prone onto a barnacle-covered surface takes 3 (1d6) slashing damage. Ceilings. The ceilings of the Marshal’s lower deck are 8
Xendros, he sends two glabrezus to attack the characters while they rest. Wizards. When the characters approach the wreck, they notice a keelboat, the Bat Guano, anchored in the distance. The boat
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receipt for a lightning rail ticket, indicating the time, date, and journey of Garra’s lightning rail trip to Wroat. The other document contains a list of the names and addresses of the warforged hired to
(Athletics) check. A character who fails this check takes 3 (1d6) bludgeoning damage and falls prone on the platform. At the start of round six, the coach moves 20 feet per round for three rounds before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
circle falls within an antimagic field, or if dispel magic (DC 17) is successfully cast on it. E7. Manshoon’s Simulacrum This room is extremely cold and contains the following features: Frigid air blows
wizard’s operation (see “Disrupting Manshoon’s Operation”). Surprisingly, neither Corylus nor Jelenn is arrested or even questioned. Slipped into the ledger is a piece of paper with a list of names in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
central spire is not part of the palace and wasn’t frozen in time. Although the storm is magical, it can’t be dispelled, and the area it occupies is heavily obscured. Any creature that falls into the
with anything it was wearing or carrying. Any creature that falls into the vortex has little chance of surviving. If someone throws one end of a rope into its space, the creature can grab hold of it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
loyal merfolk slaves. C5. Giant Anemone This enormous orange, red, and purple anemone anchored to the side of a boulder is a trap from the time of Ogrorlo meant to guard the cove. When a creature starts
treasure when they depose her. If the characters attack, the hags fight back until one of them falls, and then the other two flee. Dalixiateara. Recently the hags captured a female young bronze dragon named






