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Returning 35 results for 'prone awaken and his chief'.
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Monsters
Bigby Presents: Glory of the Giants
, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit
molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened
monsters
the Prone condition. Success: Half damage only.Parry. Trigger: The king is hit by an attack roll while holding a weapon or shield. Response: The king adds 7 to his AC against that attack, possibly
, and tales speak of a tide of death that will sweep across the world if the king himself should awaken. Records of the king’s living exploits and identity are near nonexistent, but rumors abound
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hey, Chief! When you’re ready to begin play, read the following text: You awaken on a metal examination table in a dim, windowless stone chamber. The air is cold and stale, tinged with the acrid
voice. “Hey, Chief!”
The talking skull is Morte (see his stat block in area M1), a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hey, Chief! When you’re ready to begin play, read the following text: You awaken on a metal examination table in a dim, windowless stone chamber. The air is cold and stale, tinged with the acrid
voice. “Hey, Chief!”
The talking skull is Morte (see his stat block in area M1), a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
, and if the target is Large or smaller, it is knocked prone.
Reactions
Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. The Circle preaches that conflict, raiding, and bloodshed are needed to keep the Great Prismatic Wyrm quiescent. Failing to do so will awaken Gormadraug, heralding the world’s end. The major clans
Doransson. The chief of Clan Rune is a powerful mage, claiming the title after his mother’s death some fifteen years ago. He is both a formidable rune mage and a potent war chief. He is patient and careful
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn. Dart. Ranged Weapon Attack: +5 to hit, range 20
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn. Dart. Ranged Weapon Attack: +5 to hit, range 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
big and awful.
A female hill giant named Moog has barricaded herself in this lonely tower so that she can wallow in self-pity undisturbed. Chief Guh has taken Moog’s husband, Hruk, as her own
has to say. She also reveals why she’s so unhappy. If the characters promise to reunite Moog with her husband, she is delighted and tries her best to help them in return. Moog knows where Chief Guh
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
big and awful.
A female hill giant named Moog has barricaded herself in this lonely tower so that she can wallow in self-pity undisturbed. Chief Guh has taken Moog’s husband, Hruk, as her own
has to say. She also reveals why she’s so unhappy. If the characters promise to reunite Moog with her husband, she is delighted and tries her best to help them in return. Moog knows where Chief Guh
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fall prone in the snow. Snubsuk is a coward and flees when separated from his mount, making his way to the top of area K5. Snubsuk carries the key to the main gate, dangling from a chain manacled to
tower is where Chief Yarb-Gnock stands to address the goblin tribe. No goblins are on it currently, although it sees a fair amount of traffic. A rickety wooden ladder runs from the platform to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fall prone in the snow. Snubsuk is a coward and flees when separated from his mount, making his way to the top of area K5. Snubsuk carries the key to the main gate, dangling from a chain manacled to
tower is where Chief Yarb-Gnock stands to address the goblin tribe. No goblins are on it currently, although it sees a fair amount of traffic. A rickety wooden ladder runs from the platform to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
62. Stone Juggernaut This area is a dead end — in more ways than one. 62A. “Awaken Napaka!” This hall is choked with dust and cobwebs. Up ahead, flickering lights dimly illuminate a larger hall
and area 66. At the spot marked X on map 5.5, bloody words on the ceiling read, “AWAKEN NAPAKA!” 62B. Sloped Hall Large puddles of gray slime spread across the floor of this ten-foot-wide, gently
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat
Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
necessary for combat, may result in the character taking a spill. A character who uses the Dash action or tries to fight within the room must succeed on a DC 10 Dexterity saving throw or fall prone. The
) check enables a character to discern this fact and get a hint as to Kalka-Kylla’s nature before the crab moves. When the characters enter the room, Kalka-Kylla is asleep and will not awaken unless
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
62. Stone Juggernaut This area is a dead end — in more ways than one. 62A. “Awaken Napaka!” This hall is choked with dust and cobwebs. Up ahead, flickering lights dimly illuminate a larger hall
and area 66. At the spot marked X on map 5.5, bloody words on the ceiling read, “AWAKEN NAPAKA!” 62B. Sloped Hall Large puddles of gray slime spread across the floor of this ten-foot-wide, gently
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When
his wife’s company, he is prone to excessive boasting and temper tantrums. When he must speak to strangers, he keeps his half-orc bodyguard Hrabbaz close by, for fear that others might attack and rob
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
necessary for combat, may result in the character taking a spill. A character who uses the Dash action or tries to fight within the room must succeed on a DC 10 Dexterity saving throw or fall prone. The
) check enables a character to discern this fact and get a hint as to Kalka-Kylla’s nature before the crab moves. When the characters enter the room, Kalka-Kylla is asleep and will not awaken unless
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Feasting Hall Chief Guh is found here, along with five male hill giants, four ogres, and six goblins. Oil lamps in iron sconces are mounted to thick wooden pillars that support rafters 30 feet
area 12). Chief Guh lies at the west end of the hall, slumped atop a four-wheeled, flatbed wagon that bends and creaks under her great bulk. The wagon’s axles are cracked and bowed, its wheels canted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Feasting Hall Chief Guh is found here, along with five male hill giants, four ogres, and six goblins. Oil lamps in iron sconces are mounted to thick wooden pillars that support rafters 30 feet
area 12). Chief Guh lies at the west end of the hall, slumped atop a four-wheeled, flatbed wagon that bends and creaks under her great bulk. The wagon’s axles are cracked and bowed, its wheels canted
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat
Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When
his wife’s company, he is prone to excessive boasting and temper tantrums. When he must speak to strangers, he keeps his half-orc bodyguard Hrabbaz close by, for fear that others might attack and rob
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters make could awaken the sleeping guards in the area. Guards at the Gate. Two snoring hill giants, supposedly guarding the entrance, lie curled up blissfully asleep just inside the front gate, a
matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnra’s sanctum (areas 8, 9, and 10) and telling how to get there safely—if they are allowed to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters make could awaken the sleeping guards in the area. Guards at the Gate. Two snoring hill giants, supposedly guarding the entrance, lie curled up blissfully asleep just inside the front gate, a
matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnra’s sanctum (areas 8, 9, and 10) and telling how to get there safely—if they are allowed to
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
constrictor snake, giant elk, griffon, merrow, myconid sovereign, ogre, peryton, sea hag, swarm of poisonous snakes, treant sapling (WW), will-o’-wisp 3 Basilisk, bugbear chief, bullywug knight (WW
, treant 11 Behir, roc 12 Archmage 13 Jabberwock (WW), storm giant 17 Dragon turtle AWAKENED BEASTS
Awakened Beasts (Beasts that have received the benefits of an awaken spell) are common in the Feywild
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
constrictor snake, giant elk, griffon, merrow, myconid sovereign, ogre, peryton, sea hag, swarm of poisonous snakes, treant sapling (WW), will-o’-wisp 3 Basilisk, bugbear chief, bullywug knight (WW
, treant 11 Behir, roc 12 Archmage 13 Jabberwock (WW), storm giant 17 Dragon turtle AWAKENED BEASTS
Awakened Beasts (Beasts that have received the benefits of an awaken spell) are common in the Feywild
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.) The boat takes 3d6 + 4 bludgeoning damage, and any character standing in the boat must succeed on a DC 12 Dexterity saving throw or fall prone. A character who fails this check by 5 or more is knocked
succeeds on a DC 15 Intelligence (Arcana) check can safely conclude that it’s the beneficiary of a druid’s awaken spell, and that the effect is permanent. The plesiosaurus answers straightforward
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.) The boat takes 3d6 + 4 bludgeoning damage, and any character standing in the boat must succeed on a DC 12 Dexterity saving throw or fall prone. A character who fails this check by 5 or more is knocked
succeeds on a DC 15 Intelligence (Arcana) check can safely conclude that it’s the beneficiary of a druid’s awaken spell, and that the effect is permanent. The plesiosaurus answers straightforward
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
matter of course, and is prone to imagining conspiracies where none exist. He also tells the characters that Xanathar has a pet fish and is insanely protective of it. Mirt won’t accompany the
adventurers, but he knows a secret that could be helpful: Thorvin Twinbeard, Xanathar’s chief engineer, is a Harper informant. Mirt shares this secret with any character who has renown of 4 or higher in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Valenar Steed Large fey, neutral
Armor Class 13
Hit Points 22 (3d10 + 6)
Speed 60 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an
damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Valenar Steed Large fey, neutral
Armor Class 13
Hit Points 22 (3d10 + 6)
Speed 60 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the
Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the wardrobe, transforming into screaming orcs before your eyes.
Opening the wardrobe summons an orc war chief and seven orcs. Their bodies, armor, and weapons remain in this chamber when they die
wardrobe summons a clueless, disoriented monodrone that lands prone at the characters’ feet. It then tries to right itself and reenter the wardrobe, but is rebuffed by the wardrobe’s magic. The modron