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Returning 14 results for 'pierce allows'.
Other Suggestions:
peace allows
piece allows
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
long as Nyssa’s opponent can be affected by divination magic, the medallion allows Nyssa to treat any roll of a 9 or below as a 10 when she makes Intelligence checks using a dragonchess set. A character
that succeeds on a DC 20 Intelligence (Investigation) check can pierce the illusion and see the medallion, which can be identified by any character who succeeds on a DC 17 Intelligence (Arcana) check
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
long as Nyssa’s opponent can be affected by divination magic, the medallion allows Nyssa to treat any roll of a 9 or below as a 10 when she makes Intelligence checks using a dragonchess set. A character
that succeeds on a DC 20 Intelligence (Investigation) check can pierce the illusion and see the medallion, which can be identified by any character who succeeds on a DC 17 Intelligence (Arcana) check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
overhead. Narrow windows pierce its walls, gargoyles cling to its eaves, and a doorway at the tower’s base gapes open.
Two of the outer spires have broken off. One crashed in Icewind Dale (see
goblet again. Magic Goblet Charms d8 Charm
1 Charm of the Abjurer. This charm allows you to cast the blade ward cantrip as an action at will. After 24 hours, this charm vanishes from you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
overhead. Narrow windows pierce its walls, gargoyles cling to its eaves, and a doorway at the tower’s base gapes open.
Two of the outer spires have broken off. One crashed in Icewind Dale (see
goblet again. Magic Goblet Charms d8 Charm
1 Charm of the Abjurer. This charm allows you to cast the blade ward cantrip as an action at will. After 24 hours, this charm vanishes from you
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
densely around a long central pool, and harsh bird cries pierce the air.
A Chimera dwells in this room, often lounging in the water or sunning itself in the southwest corner. The hags flatter it
Passage A collapse in the northeast corner allows vegetation to grow through the wall and into the menagerie (area G21). The rubble and dense vegetation make the passage Difficult Terrain, and two
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
densely around a long central pool, and harsh bird cries pierce the air.
A Chimera dwells in this room, often lounging in the water or sunning itself in the southwest corner. The hags flatter it
Passage A collapse in the northeast corner allows vegetation to grow through the wall and into the menagerie (area G21). The rubble and dense vegetation make the passage Difficult Terrain, and two
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
watch the causeway closely, and their eyesight is sharp enough to pierce the clouds that frequently shroud the mountaintop. If they see unfamiliar figures ascending the causeway, the griffons shriek
them home and allows them and their companions to pass through the gate unmolested. Otherwise, Arn tells the party in a deep and gravelly voice, “Turn back. You are not welcome here.” Two 500-pound
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
watch the causeway closely, and their eyesight is sharp enough to pierce the clouds that frequently shroud the mountaintop. If they see unfamiliar figures ascending the causeway, the griffons shriek
them home and allows them and their companions to pass through the gate unmolested. Otherwise, Arn tells the party in a deep and gravelly voice, “Turn back. You are not welcome here.” Two 500-pound
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
east and west ends, and several narrow windows pierce the south wall. Gargoyle statues guard the door, each facing the court with a ferocious leer.
The two statues nearest the temple door are actually
to help the characters, he allows them to use this room to rest safely. Renwick’s Phylactery. Renwick left his phylactery in a place even he can’t easily reach: a tomb beneath Summit Hall. If he
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
beautiful, the night sky is wholly inaccurate, as if created by someone who has never seen the sky before. Succeeding on this check also allows the character to see through the room’s illusions
don’t pierce the illusion. The shark can’t harm anyone outside the room. Piercing the Illusion. A creature that succeeds on a DC 18 Intelligence (Investigation) check can see through the illusion
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
east and west ends, and several narrow windows pierce the south wall. Gargoyle statues guard the door, each facing the court with a ferocious leer.
The two statues nearest the temple door are actually
to help the characters, he allows them to use this room to rest safely. Renwick’s Phylactery. Renwick left his phylactery in a place even he can’t easily reach: a tomb beneath Summit Hall. If he
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
beautiful, the night sky is wholly inaccurate, as if created by someone who has never seen the sky before. Succeeding on this check also allows the character to see through the room’s illusions
don’t pierce the illusion. The shark can’t harm anyone outside the room. Piercing the Illusion. A creature that succeeds on a DC 18 Intelligence (Investigation) check can see through the illusion