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Returning 19 results for 'presence about and his crackling'.
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presented about and his clacking
presented about and his crackling
presents about and his crawling
presence about and his cracking
Monsters
Monster Manual
hag knows its location anywhere in the multiverse.Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14;{"diceNotation":"1d20
":"Force"} Force damage. If the target is a Large or smaller creature, it has the Prone condition.
Crackling Wave. Dexterity Saving Throw: DC 22, each creature in a 60-foot Cone. Failure: 32 (5d12
Compendium
- Sources->Dungeons & Dragons->Monster Manual
these lairs frequently change or exhibit bewildering features. The region containing an arch-hag’s lair is altered by its presence, creating the following effects: Lapsus Linguae. Creatures
Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7) Force damage. If the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
these lairs frequently change or exhibit bewildering features. The region containing an arch-hag’s lair is altered by its presence, creating the following effects: Lapsus Linguae. Creatures
Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw. Melee or Ranged Attack Roll: +14, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7) Force damage. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
beside it. Cold. The burial hall is cold due to the presence of the chieftain’s restless spirit. This cold is extreme, as described in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
beside it. Cold. The burial hall is cold due to the presence of the chieftain’s restless spirit. This cold is extreme, as described in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trembles in Kadroth’s presence. Mere knows about the cult’s allegiance to Levistus and its animus toward the duergar. Mere has also met the albino tiefling wizard who has made a lair for herself in the
and drawing inspiration from its crackling flames. The slightest disturbance upsets him. Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trembles in Kadroth’s presence. Mere knows about the cult’s allegiance to Levistus and its animus toward the duergar. Mere has also met the albino tiefling wizard who has made a lair for herself in the
and drawing inspiration from its crackling flames. The slightest disturbance upsets him. Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
upon them eventually and warns the barbed devil in area V26. Assuming it hasn’t been defeated already, the devil scours the dungeon for trespassers once notified of their presence. V23. Cold Storage
feet. Across from the crackling stove is a modest desk with a matching chair. Other furnishings include a small table and chair for dining, a bed, an iron chest resting at the foot of the bed, and two
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
upon them eventually and warns the barbed devil in area V26. Assuming it hasn’t been defeated already, the devil scours the dungeon for trespassers once notified of their presence. V23. Cold Storage
feet. Across from the crackling stove is a modest desk with a matching chair. Other furnishings include a small table and chair for dining, a bed, an iron chest resting at the foot of the bed, and two
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters
by the passage of Elturel to Avernus, and by the presence of the abyssal portal in area G12. If any holy symbol is touched, or if any creature not a fiend or undead lingers in this area for more than 1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
reaches area 42. Its presence there will change the characters’ encounter with the other otyughs (see area 42). Glyph Key. The wight has a glyph key attuned to this zone and the Prison of Filth. White Gates
wights to stand down. Aura. A detect magic spell cast on this area reveals an aura of transmutation magic around each hole, hinting at the presence of a magical effect. Blood Vines Trap. If a non-undead
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
reaches area 42. Its presence there will change the characters’ encounter with the other otyughs (see area 42). Glyph Key. The wight has a glyph key attuned to this zone and the Prison of Filth. White Gates
wights to stand down. Aura. A detect magic spell cast on this area reveals an aura of transmutation magic around each hole, hinting at the presence of a magical effect. Blood Vines Trap. If a non-undead
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters
by the passage of Elturel to Avernus, and by the presence of the abyssal portal in area G12. If any holy symbol is touched, or if any creature not a fiend or undead lingers in this area for more than 1
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Material Plane during a long-forgotten era when dinosaurs ruled the world (with or without the presence of giants), or bustling settlements where giants use domesticated dinosaurs as
) with blue and gray coloring soaring
10 1 lightning hulk* (attitude: 1d8) crackling in a jagged path
11 1d3 air elemental myrmidons† (attitude: 1d6) on high alert
12 1 elder tempest
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Material Plane during a long-forgotten era when dinosaurs ruled the world (with or without the presence of giants), or bustling settlements where giants use domesticated dinosaurs as
) with blue and gray coloring soaring
10 1 lightning hulk* (attitude: 1d8) crackling in a jagged path
11 1d3 air elemental myrmidons† (attitude: 1d6) on high alert
12 1 elder tempest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Two piles of filthy hides and skins form beds at the far end of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant
sparkle alluringly in the presence of light. Lurking Death. Eight aquatic ghasts (each has a swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant insect rotates slowly on a spit.
Two fomorians inhabit
black. A rocky island rises from the center of the pool.
The island is strewn with tiny garnets, which sparkle alluringly in the presence of light. Lurking Death. Eight aquatic ghasts (each has a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Two piles of filthy hides and skins form beds at the far end of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant
sparkle alluringly in the presence of light. Lurking Death. Eight aquatic ghasts (each has a swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant insect rotates slowly on a spit.
Two fomorians inhabit
black. A rocky island rises from the center of the pool.
The island is strewn with tiny garnets, which sparkle alluringly in the presence of light. Lurking Death. Eight aquatic ghasts (each has a