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Returning 35 results for 'point about and his clinging'.
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point about and his clanging
point about and his changing
Monsters
Monster Manual
centered on a point the cataclysm can see within 150 feet. Failure: 45 (13d6);{"diceNotation":"13d6", "rollType":"damage", "rollAction":"Clinging Flames", "rollDamageType":"Fire"} Fire damage. Success
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the undying form of a storm giant clinging to existence.
A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no
two rounds in a row:
Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution
Monsters
Strixhaven: A Curriculum of Chaos
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
ritual ends or is interrupted:
Clinging to Life. Death saving throws are made with advantage.
Grievous Wounds. Any creature that scores a critical hit rolls one additional damage die to determine
Monsters
Eberron: Rising from the Last War
different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12);{"diceNotation":"11d12
-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow.
Minions. Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the
monsters
Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the hand drops to 1 Hit Point instead. Claw
", "rollDamageType":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, the hand clings to its throat. While clinging to the target, the hand moves with the target, and the target can’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
vantage point, they can spot anything moving on the river less than 10 miles away, and its sheer walls and crumbling ladders make it potentially lethal for anything without wings to attempt the ascent
taken other precautions. Firefinger’s caves were formed by erosion and have ceilings that range from 7 to 10 feet high. Map 2.6: Firefinger Level 1. Abandoned Cave A ladder clinging to the south face of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
). The cataclysm creates one of the following effects at random (roll 1d4):
Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on a point the cataclysm
end of its next turn. Raging Storm. A storm cloud fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses
Compendium
- Sources->Dungeons & Dragons->Monster Manual
). The cataclysm creates one of the following effects at random (roll 1d4):
Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere centered on a point the cataclysm
end of its next turn. Raging Storm. A storm cloud fills a 60-foot-radius Sphere centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
vantage point, they can spot anything moving on the river less than 10 miles away, and its sheer walls and crumbling ladders make it potentially lethal for anything without wings to attempt the ascent
taken other precautions. Firefinger’s caves were formed by erosion and have ceilings that range from 7 to 10 feet high. Map 2.6: Firefinger Level 1. Abandoned Cave A ladder clinging to the south face of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. A storm giant quintessent sheds their armor and
following lair actions; the giant can’t take the same lair action two rounds in a row: Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. A storm giant quintessent sheds their armor and
following lair actions; the giant can’t take the same lair action two rounds in a row: Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
riders toward the fires raging in Precinct Three. Soldiers on the ground will put out the flames, while it’s her job to deal with their source: the dragon she can just make out, clinging to the spire of
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobolds (see appendix C) that are clinging to the underside of the walkway. These kobolds, named Scorp and Thwip, are using saws to weaken the wooden struts so that the walkway will collapse if a creature
underneath the planks, they can see the kobolds working away cheerily. If a kobold takes damage while clinging to the underside of the walkway, it loses its grip and falls down the shaft to its death
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
riders toward the fires raging in Precinct Three. Soldiers on the ground will put out the flames, while it’s her job to deal with their source: the dragon she can just make out, clinging to the spire of
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
harpies 17 Iceberg (easily avoided if seen from a distance) 18 Sahuagin boarding party 19 NPC in the water (clinging to floating debris) 20 Sea monster (such as a dragon turtle or kraken) SHIPWRECKS
do on land. Owning a Ship At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It’s up to you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
harpies 17 Iceberg (easily avoided if seen from a distance) 18 Sahuagin boarding party 19 NPC in the water (clinging to floating debris) 20 Sea monster (such as a dragon turtle or kraken) SHIPWRECKS
do on land. Owning a Ship At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It’s up to you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
kobolds (see appendix C) that are clinging to the underside of the walkway. These kobolds, named Scorp and Thwip, are using saws to weaken the wooden struts so that the walkway will collapse if a creature
underneath the planks, they can see the kobolds working away cheerily. If a kobold takes damage while clinging to the underside of the walkway, it loses its grip and falls down the shaft to its death
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
part in the ritual until the characters kill the death dog or one of the cultists, at which point he joins the battle. The door to the death dog’s cage is held shut with a simple clasp and requires an
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opportunistic in their overall philosophy than the earth cultists are. Like a flood that seeks the weak point in a levee and then bursts through with ever-growing strength, water cultists are quick to sense an
when pirates attacked the merchant ship. During the fighting, Gar was knocked overboard. For days he survived by clinging to the ship’s wreckage, until a shark ripped off his left arm. Death seemed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
part in the ritual until the characters kill the death dog or one of the cultists, at which point he joins the battle. The door to the death dog’s cage is held shut with a simple clasp and requires an
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opportunistic in their overall philosophy than the earth cultists are. Like a flood that seeks the weak point in a levee and then bursts through with ever-growing strength, water cultists are quick to sense an
when pirates attacked the merchant ship. During the fighting, Gar was knocked overboard. For days he survived by clinging to the ship’s wreckage, until a shark ripped off his left arm. Death seemed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
creature reduced to 0 hit points by this damage is ground to a pulp. A creature that passes through the rollers with at least 1 hit point remaining lands on an iron grate 5 feet below the grinders. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals first, but you can say that their attempts to access the headquarters portal have locked it down temporarily, preventing the Six from accessing it. Remove one failure point from the party’s
devil then vanishes, and the party gains a failure point. Dagdra’s List Item Ability Check
Chultan bold-tan body lotion Intelligence (Investigation) or Wisdom (Survival)
Feathered “dino
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals first, but you can say that their attempts to access the headquarters portal have locked it down temporarily, preventing the Six from accessing it. Remove one failure point from the party’s
devil then vanishes, and the party gains a failure point. Dagdra’s List Item Ability Check
Chultan bold-tan body lotion Intelligence (Investigation) or Wisdom (Survival)
Feathered “dino
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Oysters. There are dozens of snails and oysters clinging to the walls. A character can use an action to remove an oyster or snail from a wall, crack it open, and eat it. The first time an oyster or
creature reduced to 0 hit points by this damage is ground to a pulp. A creature that passes through the rollers with at least 1 hit point remaining lands on an iron grate 5 feet below the grinders. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
society. If not, the hill giant is instead starved to the point of madness so that Grolantor’s hunger can be given a mouth in the world. Starved and Insane. A mouth of Grolantor is so disgraced that it
, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
society. If not, the hill giant is instead starved to the point of madness so that Grolantor’s hunger can be given a mouth in the world. Starved and Insane. A mouth of Grolantor is so disgraced that it
, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fertility and protection) and Mokingo’s stalwart companion Astrix, a female tiefling who mumbles and swears a lot (Garret doesn’t know what her story is) Perilous Climb At this point, the characters must
zigzag their way up the mountain, clinging to narrow ledges and scaling icy cliffs. To pass all these obstacles, the party must make three successful DC 10 Strength (Athletics) group checks. If a group
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, treacherous ravines, featuring stretches of rough, ridged land surrounding tall mesas. Only scrub can manage to grow here, tenaciously clinging to the dry clay. Beneath this perilous territory — filled with
Ss’thar’tiss’ssun, an ancient temple-city, lie in the northern fringes of the forest. At some point in the distant past, humans built a small settlement, once called Serpent’s Cowl, above these ruins
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, treacherous ravines, featuring stretches of rough, ridged land surrounding tall mesas. Only scrub can manage to grow here, tenaciously clinging to the dry clay. Beneath this perilous territory — filled with
Ss’thar’tiss’ssun, an ancient temple-city, lie in the northern fringes of the forest. At some point in the distant past, humans built a small settlement, once called Serpent’s Cowl, above these ruins
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fertility and protection) and Mokingo’s stalwart companion Astrix, a female tiefling who mumbles and swears a lot (Garret doesn’t know what her story is) Perilous Climb At this point, the characters must
zigzag their way up the mountain, clinging to narrow ledges and scaling icy cliffs. To pass all these obstacles, the party must make three successful DC 10 Strength (Athletics) group checks. If a group
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow. Minions. Most of Sul Khatesh’s followers are wizards and warlocks, and she is one of the primary patrons for
each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow. Minions. Most of Sul Khatesh’s followers are wizards and warlocks, and she is one of the primary patrons for
each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is