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                        Returning 35 results for 'real stone'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     realm to stone giant;stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s how they regard it—as a dream. Nothing
                                                
                                            
                                                
                                                     there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there
                                                
                                            
                                        
                                                     Magic Items
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    This small, smooth stone contains the essence of a single experience.
As an action, you or a willing creature you designate can touch the stone and experience the sensation as if it happened to the
                                                
                                            
                                                
                                                     designated creature. The illusory experience is fleeting and harmless, however real it might feel in the moment.
Record Sensation. You can use your reaction to record a short sensation lasting no
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Intelligence as the spellcasting ability (spell save DC 20):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleportThe dragon can take 3 legendary actions, choosing from
                                                
                                            
                                                
                                                     tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 17):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesisThe dragon can take 3 legendary actions, choosing from the options below. Only one
                                                
                                            
                                                
                                                    , my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
                                                
                                            
                                                
                                                     close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
                                                
                                            
                                        
                                                    Adult Copper Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real
                                                
                                            
                                                
                                                     it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon
                                                
                                            
                                        
                                                    Ancient Copper Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     seekers and distract them from where the real treasure is hidden.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects
                                                
                                            
                                                
                                                    :
The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     has been trapped in the stone—but it won’t be for much longer. The entity’s presence is weakening the stone, and when the diamond finally cracks, the effects could be catastrophic. A few days ago
                                                
                                            
                                                
                                                    , preparing for the arrival of the gala’s guests, while the real Zorhanna remains trapped inside the shard solitaire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Stone Giant Dreamwalker The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s
                                                
                                            
                                                
                                                     how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
 Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
                                                
                                            
                                                
                                                     wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
 Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     inserted in the hole and then removed, the door will sink into the floor, revealing itself to be a stone-sheathed adamantine slab of tremendous thickness. There can be no real doubt that the end of the adventure—one way or another—is near.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Inside the Observatory The interior of Twin Gods Observatory is hollow, with a spiral stone staircase rising to a roof with a commanding view of the region. Carvings along the observatory’s interior
                                                
                                            
                                                
                                                    , any of the Watchers identify this creature as a mythical being called a tlexolotl, a spirit said to sleep in volcanoes. Most Watchers don’t believe tlexolotls are real.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
                                                
                                            
                                                
                                                    19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     spectators finally reaches High Hill. The grassy slope is spotted with trees and crumbled stone fencing. Near the base, several dozen soldiers in matching armor stand in even formation. The contrast
                                                
                                            
                                                
                                                    , if for no other reason than to honor Ispin Greenshield’s last wishes. If a character refuses, Mayor Raven offers to pay them 5 gp to be a judge during the battle, making sure no one uses real weapons
                                                
                                            
                                        
                                                    Goblin
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
                                                
                                            
                                                
                                                     stone
14
Special breed of rat kept as pet
15
Teeth pulled out in certain places
16
Owlbear-feather cloaks
17
Scars from lashings
18
Orc-tusk lip piercings
19
Umbrellas
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     denizens. The forests are real and nourished by magic, and Halaster regularly repopulates them with birds, insects, rodents, and larger mammals. The main caverns have 100-foot-high ceilings hidden by
                                                
                                            
                                                
                                                     appearances, the walls and ceilings are still very much in place, and a true seeing spell or similar magic reveals them. A magic calendar stone in area 6k allows one to change the time of day, the weather
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     9, “Cellar Complex”). A search of the cellar complex yields a fake stone, but not the real Stone of Golorr. With no other leads, the characters can follow up with “Laeral” at a theater in the Dock
                                                
                                            
                                                
                                                    Autumn Encounter Chain Deception and misdirection are Jarlaxle’s forte, and he likes to trick his rivals into working for him. He steers the characters toward the Stone of Golorr and lets them think
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     two centuries and storm giants as many as six. Stone giants are the exception, sometimes reaching over eight hundred years of age, as enduring as the stone for which they’re named. The Life Spans table
                                                
                                            
                                                
                                                     Behaviors table suggests some ways you can communicate a giant’s age in an encounter.  Life Spans   Giant Kind Life Span   Hill 200 years Frost 250 years Fire 350 years Cloud 400 years Storm 600 years Stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the petrified individual’s release. 2 A House
                                                
                                            
                                                
                                                     Droaam. 6 An ogre warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     actually yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) covered by a permanent major image spell (save DC 15). The bones, spider, and sword hilt are real. Eastern Door
                                                
                                            
                                                
                                                    . Close examination reveals that the stone in the center of the corridor is smoother than the surrounding wall. Because of this clue, it takes only a successful DC 15 Wisdom (Perception) check to find
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     keyhole is real. The jade key found in area 53 can be used to unlock the relief and swing it open, revealing the crawlway. The lock can also be picked with a successful DC 21 Dexterity check made by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
 Dreamers under Sky. Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might
                                                
                                            
                                                
                                                    Stone Giant Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims. Animate Stone. Gargoyles
                                                
                                            
                                                
                                                     cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     damage is real. A character free of the vision can free another character from it by using an action to shake or slap them. If the characters defeat Hexacali, their last collective memory is of pinning
                                                
                                            
                                                
                                                     become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     stone ovens with coals for heat. There are no open fireplaces; the danger from sparks is too great. Each of these longhouses could house twenty-five lizardfolk comfortably, and more with some crowding
                                                
                                            
                                                
                                                    . When Rezmir first negotiated with the lizardfolk, they intended to move the entire village here, and built accordingly. As more bullywugs also flocked to the castle and the real situation became
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
                                                
                                            
                                                
                                                     the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     stone ovens with coals for heat. There are no open fireplaces; the danger from sparks is too great. Each of these longhouses could house twenty-five lizardfolk comfortably, and more with some
                                                
                                            
                                                
                                                     crowding. When Rezmir first negotiated with the lizardfolk, they intended to move the entire village here, and built accordingly. As more bullywugs also flocked to the castle and the real situation became
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     for each roll. 2–9 Two suits of animated armor (see “Servants” below) 10–12 One stone golem (see “Servants” below) 13–17 The fake Quill (see “Arrant Quill and the Fake Quill” below) 18–20 Renekor the
                                                
                                            
                                                
                                                    , the beholder has used its reality-altering dreams to create a twin of Quill that feels real to the touch. A detect magic spell reveals an aura of illusion magic around the fake Quill, which otherwise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     one closer to the southern exit is a stone golem. The other statue is inanimate and harmless.
 Dais. An arched double door carved with screaming devil faces stands closed at the back of a dais
                                                
                                            
                                                
                                                     disappears while contained in an antimagic field. No other magic has any effect on it. If the skull sees any creature other than the real Halaster in the room, it screams, “You’re not me!” When this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
 The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
                                                
                                            
                                                
                                                     spear belonging to Shagambi (a kamadan). For details, see “Legend of the Nine Gods." While the treasures remain in the shrine, they look and feel real. If a character removes a treasure from the shrine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     a jingle extolling the virtues of your franchise. The Secretarian    Franchise Rank Features 
     1  Proficiencies and Starting Equipment, Sending Stone 
   2  Portfolio Keeper, Rumor Mill 
   3
                                                
                                            
                                                
                                                    , a metal bell, and a set of fine clothes. My daughter Certainty created the secretarian role. Proved it out as a concept. I told her we didn’t need them. I was wrong.
 — Omin Dran
 Sending Stone Also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K59. High Tower Peak If the characters climb the stairs to reach the tower peak, read: The spiral staircase finally ends at a five-foot-wide stone walkway that circles the shaft. In the center of the
                                                
                                            
                                                
                                                     real-life Pidlwick, who lies entombed in the catacombs. The dark paint on his face is soot. If the characters see Pidlwick II in bright light, read: It’s obvious that you’re looking not at a small
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     real treat. How Did We Get Here? To have wound up in the Mortuary, Morte reckons the characters must’ve died and been wheeled in, just like everyone else. How Do We Leave? Morte doesn’t know the way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     it. It knows nothing about Dzaan’s fate or the crimes for which the real Dzaan was executed. In the course of a conversation, the simulacrum shares the following information: “I am a simulacrum of my
                                                
                                            
                                                
                                                     collapsed 40,000 years ago. From Shadow, Substance. This speculative work discusses how one might harness the Weave to turn an illusory object or creature into its real counterpart, with commentary and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     about this tunnel. It ends at a pair of heavy stone doors. A character can use an action to push open either door with a successful DC 15 Strength (Athletics) check, allowing access to area J4. J4
                                                
                                            
                                                
                                                    . (The real key is in area J5.) After the key is pulled out, a character can use thieves’ tools to try to pick the lock, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic
                                                
                                            
                                        





