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Returning 35 results for 'none cover release pdf'.
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Magic Items
Waterdeep: Dragon Heist
.)
Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben&rsquo
;s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
or a light source. Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must
of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
make the claw release whatever it’s holding.
2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.
Grants Three-Quarters Cover). Drive and steer the Scavenger.
Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Trek to the Prison Varrin has sent word to his agents, and Bethra (chaotic good, dwarf spy) meets the characters when they arrive in Luskan. She provides the uniforms for their chosen cover and
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
wizardry. The archmage’s quarters have been declared off limits by Matron Mother Quenthel Baenre, who’s trying to cover up Gromph’s involvement in the devastating attack on Menzoberranzan. The
adventurers can safely enter Sorcere with the aid of Matron Mother Quenthel Baenre, Jarlaxle Baenre, or members of the Council of Spiders. Once inside, the characters on their own, as none of these NPCs or their agents want to be connected to the adventurers if things go awry.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Trek to the Prison Varrin has sent word to his agents, and Bethra (chaotic good, dwarf spy) meets the characters when they arrive in Luskan. She provides the uniforms for their chosen cover and
. The journey to Revel’s End by sea is 350 miles, which a sailing ship can cover in three days under normal conditions. Twenty-five guards and six cooks are bound for the prison, including any
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
19, and area 20), they are dressed with well-fitted stone blocks. Floors. All floors are smooth, natural stone. Light. None unless otherwise indicated. The boxed text assumes that the characters have
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
Compendium
- Sources->Dungeons & Dragons->Monster Manual
release their grip and plummet, intent on impaling prey in a single strike. If they’re successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to
Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 8
Languages None
CR 1/2 (XP 100; PB +2)
Traits
Spider Climb. The piercer can climb difficult surfaces, including along ceilings, without
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
offer. This process continues until the characters comply or none are left. Those who agree to the beholder’s terms are permitted to leave with their lives. If the characters give Xanathar the stone, it
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Leilon town council pays 500 gp to help cover costs. If none of the characters succeed, Neverember agrees to Leilon’s demands provided that the Leilon town council pays 1,000 gp to help cover costs.
demands provided that the Leilon town council pays 250 gp to help cover costs. If half or fewer (but at least one) of the characters succeed, Neverember agrees to Leilon’s demands provided that the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. They use the light of the burning wagon to target individuals. The bandits prefer to harry the caravan from cover and mount an attack once the defenders are weakened. None of the bandits is willing to die. They retreat so they can attack the caravan again later.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are dressed with well-fitted stone blocks. Floors All floors are smooth, natural stone. Light None. The boxed text assumes the characters have light sources or darkvision. Stalagmites Found in many
of the natural caverns, these rock spires can provide cover. Booming Waves
The rhythmic thunder of pounding waves echoes throughout the mine—loud enough to make the stone underfoot vibrate. The waves
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
horses behind after a rock punched through the stable house roof. Fortunately, none of the horses were harmed. 7a. Barn The barn has a dirt floor. Five draft horses and five riding horses are confined
in the barn, Derp takes cover behind a haystack and shoots arrows at enemies below, drawing his scimitar only when forced into melee combat. Treasure. Derp carries a coin pouch that holds 1 cp and a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles. Rocs nest amid remote heights. Their
Ability Score Mod Save Int 3 −4 −4 Wis 10 +0 +4 Cha 9 −1 −1
Skills Perception +8
Senses Passive Perception 18
Languages None
CR 11 (XP 7,200; PB +4)
Actions
Multiattack. The roc
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Perception) check spots the trap. When a weight of 50 pounds or more is placed on the cover of the pit trap, the cover swings open like a trapdoor, causing any creature standing on it to fall in and take
10 (3d6) bludgeoning damage. The pit remains open for 1 minute; then its cover rises up on hidden springs and snaps shut. A successful DC 20 Strength check can pry the pit open. Hammering spikes or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the drow dispatch a well-armed defense force to destroy the surface dwellers. Racing ahead of this drow force is a high elf from Silverymoon named Khalessa Draga. A deep cover agent of the Lords
drow, and she wears a piwafwi (see appendix B). Khalessa urges the characters to turn back. If they don’t, she fears that the drow force will overwhelm them. Having blown her cover to warn the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Larch. On a barren hilltop a few miles from Red Larch, you find four freshly dug shallow graves. The earth scraped out for the holes is piled nearby, although hastily gathered stones cover the graves
than a month ago. There were no graves present on his previous visit. He found them just a couple of days ago and has no idea who might be buried here — none of the folk of Red Larch are missing, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
., Tremorsense 60 ft.; Passive Perception 10
Languages None
CR 11 (XP 7,200; PB +4)
Traits
Heat Aura. At the end of each of the remorhaz’s turns, each creature in a 5-foot Emanation
Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the remorhaz, and it takes 10 (3d6) Acid damage plus 10 (3d6) Fire damage at the start of each of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
uses the stones in the chamber for cover, but he has no intention of fighting to the death. If this place has been discovered and he can’t swiftly and easily eliminate the intruders, Larrakh tries to
flee through a secret door (see below). He triggers a rock fall to cover his escape. Larrakh is in disgrace among the Black Earth priesthood after bungling some earlier missions. He is determined to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
victims and drag them close to ropers’ toothy maws. If these tentacles are severed, ropers rapidly grow replacements.
Ropers can move, albeit slowly. Crawling on the sticky cilia that cover their
Mod Save Int 7 −2 −2 Wis 16 +3 +3 Cha 6 −2 −2
Skills Perception +6, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 16
Languages None
CR 5 (XP 1,800; PB +3)
Traits
Spider
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, Prone
Senses Blindsight 60 ft.; Passive Perception 8
Languages None
CR 2 (XP 450; PB +2)
Traits
Ooze Cube. The cube fills its entire space and is transparent. Other creatures can enter that
space, but a creature that does so is subjected to the cube’s Engulf and has Disadvantage on the saving throw.
Creatures inside the cube have Total Cover, and the cube can hold one Large creature or up
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Presto Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and so on—the goblins in area H2 notice and attack them through the thicket, which provides three-quarters cover. H2: Goblin Guard Post When the characters cross to the east side of the stream, they
to avoid being surprised. Thickets. The thickets around the clearing are difficult terrain, but they aren’t dangerous—just annoying. They provide three-quarters cover to creatures attacking through
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
might replace or supplement the slaadi). The top of the watchtower, however, is the domain of the death tyrant. None of the Aberrations within the watchtower can leave it, thanks to the ancient knights
—volcanic activity, for example, spreading from Mekkalath’s lair—could also break the wards and release the creatures trapped within. The death tyrant is desperate to escape the watchtower and promises
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
colony
Defense: Spore servants and awakened zurkhwoods
Commerce: None
Organizations: Seven myconid circles; Zuggtmoy’s servants
Myconids have lived in Neverlight Grove for untold generations
transformed myconid can release the spores in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pitchforks and longbows and threaten to overrun the caravan unless they are paid 500 gp for their loss; the stag brought them luck. The stag greets the characters in Sylvan. If none of the characters
. He believes that a wizard somewhere can release him from the curse, but wherever he goes, people try to kill him for his golden coat. If the characters allow him to accompany them and protect him, he
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pitchforks and longbows and threaten to overrun the caravan unless they are paid 500 gp for their loss; the stag brought them luck. The stag greets the characters in Sylvan. If none of the characters
believes that a wizard somewhere can release him from the curse, but wherever he goes, people try to kill him for his golden coat. If the characters allow him to accompany them and protect him, he
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, you’ll have to deal with me—Steel Crane!”
As Steel Crane presses his attack, the monks use the steles for cover and leap between them to engage the characters in close-quarters combat. Red Key. Steel
whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thicket is difficult terrain. While in the thicket, Tiny and Small creatures have half cover against Medium creatures and can hide. Creatures can negate the movement penalty by destroying the fungi
”) ZUGGTMOY'S GIFT
A myconid with Zuggtmoy’s gift can, as an action once per day, release a 20-foot-radius cloud of demon-tainted spores. Any other creature within the area that isn’t already “blessed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
journey otherwise works the same as described in the rest of the “Travel” section.
Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
laboratory’s equipment to return to its original body. Instead of being thankful, however, the devil turns against the characters at the first opportunity. Kwalish’s Journal. The cover of Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
touched to a given surface and in the presence of other light eventually spreads to cover the entire surface. If a creature falls into the well and is pulled out, the liquid light clings to a small portion
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
laboratory’s equipment to return to its original body. Instead of being thankful, however, the devil turns against the characters at the first opportunity. Kwalish’s Journal. The cover of Kwalish’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if
there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.






