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Returning 35 results for 'rules causes'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
Briars (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Briars"}. The Forest Master touches his horn to the earth and causes a 5-foot-tall wall of briars to erupt
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
’t take the same lair action two rounds in a row:
Deadly Utterance. Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word
Magic Items
Princes of the Apocalypse
. Reducing it to 0 hit points causes it to explode instantly.
A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Monsters
Van Richten’s Guide to Ravenloft
against the attack. If this causes the attack to miss, the attacker is hit by the attack instead.“Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will
order’s members became the inquisition’s scholars, represented by a tome.
Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site
Monsters
Fizban's Treasury of Dragons
; black-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tool can detect the plate with a successful DC 10 Wisdom (Perception) check. The first character to step on the plate causes the walls of the tunnel to collapse inward, burying all creatures in the
tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see “Suffocation” in the Basic Rules). Only a creature that is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
engraved with images of falling coins. The arch’s keystone has a tiny slot in it. This is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: Feeding a gold coin into the slot in the
keystone causes the coin to disappear and the gate to open for 1 minute. Other coins placed in the slot disappear but don’t open the gate. Characters must be 8th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
engraved with images of falling coins. The arch’s keystone has a tiny slot in it. This is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: Feeding a gold coin into the slot in the
keystone causes the coin to disappear and the gate to open for 1 minute. Other coins placed in the slot disappear but don’t open the gate. Characters must be 8th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tool can detect the plate with a successful DC 10 Wisdom (Perception) check. The first character to step on the plate causes the walls of the tunnel to collapse inward, burying all creatures in the
tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see “Suffocation” in the Basic Rules). Only a creature that is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
them. Raising the lever causes the walls to retract. Any creature or object crushed between the walls takes 44 (8d10) bludgeoning damage and is restrained by the walls until they retract. The second
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
minutes and causes them to sprout little arms and legs. While animate, a cup uses the Scufflecup teacup stat block and does the bidding of whoever animated it. Characters who enter Firejolt Café find
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
minutes and causes them to sprout little arms and legs. While animate, a cup uses the Scufflecup teacup stat block and does the bidding of whoever animated it. Characters who enter Firejolt Café find
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 9 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pick a toadstool causes its redcap to rise up out of the earth, outraged at being awakened early. This redcap is not fully formed and has half its normal hit points. Whenever Granny Nightshade’s key
at the thought of having to reciprocate (see “Rules of Conduct” in chapter 2) that it clutches its chest and keels over dead at the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pick a toadstool causes its redcap to rise up out of the earth, outraged at being awakened early. This redcap is not fully formed and has half its normal hit points. Whenever Granny Nightshade’s key
at the thought of having to reciprocate (see “Rules of Conduct” in chapter 2) that it clutches its chest and keels over dead at the start of its next turn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 9 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
around each stalagmite. The runes’ magic poses no danger to adventurers, but it causes weird, permanent transformations in any troll that lingers in this area. (For example, a troll might sprout an extra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
around each stalagmite. The runes’ magic poses no danger to adventurers, but it causes weird, permanent transformations in any troll that lingers in this area. (For example, a troll might sprout an extra
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
menhir with a hard object or targeting it with a shatter spell deals no damage but causes the standing stone to ring loudly, awakening the demon inside. Nothing else causes these demons to awaken. While
is “Kelserath,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word within 10 feet of it. Characters