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Returning 35 results for 'painter also and his clutching'.
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Monsters
Planescape: Adventures in the Multiverse
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping
Monsters
Curse of Strahd
. Vladimir wields a weapon, +2; +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth
Turn Immunity
it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
greataxe, which the war chief found in area H17. The room is decorated with the spoils of war, including impressive-looking furniture that was mostly destroyed when Cryovain attacked. Also heaped about the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Trapped Hall The recessed wall of this corridor has engravings of eight wizards clutching staffs, each staff representing a different school of magic. This hall also has two hidden features: When
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H19. Orc War Chief’s Lair Kra, the orc war chief, dwelled here until Cryovain ate him. All that remains of Kra is a severed right hand still clutching the haft of an elegant-looking nonmagical
greataxe, which the war chief found in area H17. The room is decorated with the spoils of war, including impressive-looking furniture that was mostly destroyed when Cryovain attacked. Also heaped about the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them to the home of a famous painter in the Sea Ward (encounter 10, “Converted Windmill”), beneath which is a tunnel that leads to the Vault of Dragons. Weather Effects Until the encounter chain is
complete, the following weather effect is in play. Autumn Wind. Wind whistling through the streets imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The wind also extinguishes open fires smaller than a torch flame.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them to the home of a famous painter in the Sea Ward (encounter 10, “Converted Windmill”), beneath which is a tunnel that leads to the Vault of Dragons. Weather Effects Until the encounter chain is
complete, the following weather effect is in play. Autumn Wind. Wind whistling through the streets imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The wind also extinguishes open fires smaller than a torch flame.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
action, it can’t use it again for 1 minute. Storm Giant Figurehead This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone
creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can’t use it again for 1 minute.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dressed in plain clothes (servants of wealthy North Ward families, killed while running errands) One male gnome (Dalakhar) wearing a burned cloak and clutching a dagger Two female halflings who were
, suggesting he has spent time in the sewers recently. He also has a pouch containing five 100 gp gemstones. A character can try to snatch Dalakhar’s pouch without being seen by NPC onlookers, doing so
Compendium
- Sources->Dungeons & Dragons->Divine Contention
rely on wind for maneuvering are cast adrift, unless they also have oar decks and the crew to man them. The dreadnaught dwells at the heart of the fogbank, its location hinted at by the thundering
mounted to its mainmast and its ragged sails are stitched from worn leather. A giant’s skeleton clutching a halberd is lashed to its bow.
The cultists of Talos onboard the vessel fight to the death
Compendium
- Sources->Dungeons & Dragons->Divine Contention
rely on wind for maneuvering are cast adrift, unless they also have oar decks and the crew to man them. The dreadnaught dwells at the heart of the fogbank, its location hinted at by the thundering
mounted to its mainmast and its ragged sails are stitched from worn leather. A giant’s skeleton clutching a halberd is lashed to its bow.
The cultists of Talos onboard the vessel fight to the death
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dressed in plain clothes (servants of wealthy North Ward families, killed while running errands) One male gnome (Dalakhar) wearing a burned cloak and clutching a dagger Two female halflings who were
, suggesting he has spent time in the sewers recently. He also has a pouch containing five 100 gp gemstones. A character can try to snatch Dalakhar’s pouch without being seen by NPC onlookers, doing so
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
action, it can’t use it again for 1 minute. Storm Giant Figurehead This figurehead depicts a storm giant clutching a thunderbolt. As an action, the ship can activate this item to create a 60-foot cone
creature that fails its saving throw is also pushed 10 feet away from the figurehead. Once a ship uses this action, it can’t use it again for 1 minute.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
statue as a representation of the yuan-ti god Sseth. A character who searches through the mud around the statue and succeeds on a DC 15 Wisdom (Perception) check discovers a rotting sack and also digs up
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, their faces chipped away by vandals. An inscription carved into the door’s molding has also been damaged, rendering it indecipherable.
Ferry. A black gondola, its hull carved with leering eyes, is
moored at the river’s edge and ferried by a black-robed tiefling skeleton clutching a 10-foot pole, which it uses to guide the boat.
The gondola and the skeletal ferryman are all creations of Halaster
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, their faces chipped away by vandals. An inscription carved into the door’s molding has also been damaged, rendering it indecipherable.
Ferry. A black gondola, its hull carved with leering eyes, is
moored at the river’s edge and ferried by a black-robed tiefling skeleton clutching a 10-foot pole, which it uses to guide the boat.
The gondola and the skeletal ferryman are all creations of Halaster
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s
sprout clutching appendages made of stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s
sprout clutching appendages made of stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
statue as a representation of the yuan-ti god Sseth. A character who searches through the mud around the statue and succeeds on a DC 15 Wisdom (Perception) check discovers a rotting sack and also digs up
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool
of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. Kensei Weapons. Choose two types of weapons to be your kensei
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool
of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. Kensei Weapons. Choose two types of weapons to be your kensei
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
neighbors. Eight veterans of the City Watch arrive 10 minutes later to investigate the intrusion. Let Me Paint You a Picture Kalain, a famous Waterdavian painter, was commissioned to paint a portrait of
Subjects table. It’s possible for a subject to appear more than once. The residence is also crawling with rats. If Kalain is attacked, these vermin form six swarms of rats that defend her. Painting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir’s mind, such is the price of keeping the vampire
resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
neighbors. Eight veterans of the City Watch arrive 10 minutes later to investigate the intrusion. Let Me Paint You a Picture Kalain, a famous Waterdavian painter, was commissioned to paint a portrait of
Subjects table. It’s possible for a subject to appear more than once. The residence is also crawling with rats. If Kalain is attacked, these vermin form six swarms of rats that defend her. Painting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir’s mind, such is the price of keeping the vampire
resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
detect magic spell, but it vanishes if targeted by a successful dispel magic spell (DC 16). It also ceases to exist while contained in the area of an antimagic field spell. It otherwise looks and feels
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
detect magic spell, but it vanishes if targeted by a successful dispel magic spell (DC 16). It also ceases to exist while contained in the area of an antimagic field spell. It otherwise looks and feels
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Temple The following areas correspond to the labels on map 6.2. The temple is connected to Cassalanter Villa by a staircase that connects with area A1. Also, an underground stream (area
Twelve stone sarcophagi are packed into deep recesses in the walls. The plaster lid of each sarcophagus is carved in the likeness of a noble clutching a chalice that bears a symbol of the sun. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Temple The following areas correspond to the labels on map 6.2. The temple is connected to Cassalanter Villa by a staircase that connects with area A1. Also, an underground stream (area
Twelve stone sarcophagi are packed into deep recesses in the walls. The plaster lid of each sarcophagus is carved in the likeness of a noble clutching a chalice that bears a symbol of the sun. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
immense wealth agreed on by the majority. The merchant princes surround themselves with loyal family and underlings, but they also employ foreign mercenaries both as city guards and as personal guards
. Most of these mercenaries are Zhents, and where one finds the Zhentarim, one can also find Harper spies. The merchant princes have specific monopolies on all merchandise sold in the city. Characters in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
immense wealth agreed on by the majority. The merchant princes surround themselves with loyal family and underlings, but they also employ foreign mercenaries both as city guards and as personal guards
. Most of these mercenaries are Zhents, and where one finds the Zhentarim, one can also find Harper spies. The merchant princes have specific monopolies on all merchandise sold in the city. Characters in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
as a cloaked woman wielding a dagger in each hand and the other showing Halaster Blackcloak clutching a staff. The statues glare at one another like mortal enemies.
Shadow Dragon Umbraxakar is a Huge
Shadowfell immediately return to the Material Plane and become subject to Undermountain’s magic-altering effects (see “Alterations to Magic”). The light-dimming effect of the Shadowfell is also lifted, and