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                        Returning 35 results for 'rules standing'.
                    
                
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it.
Regional Effects
The region surrounding a
                                                
                                            
                                                
                                                    ’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     creatures standing on it.
Regional Effects
The region surrounding a scion of Thrym is altered by the giant’s magic, creating one or more of the following effects:
Biting Chill. Extreme cold
                                                
                                            
                                                
                                                     envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
                                                
                                            
                                                
                                                    
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
                                                
                                            
                                                
                                                    15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
                                                
                                            
                                                
                                                     sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     standing on the cutting edge of the adventuring business, the brand precedes you. And sure, sometimes the blades on the cutting edge are kind of sharp. But with Head Office at your back, you know you have
                                                
                                            
                                                
                                                     the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    18. Serpent Gate These 10-foot-high side caverns feature a standing gate that grants access to level 11. Strikingly beautiful carvings of serpents decorate the walls of these caverns. 18a. Trapped
                                                
                                            
                                                
                                                     attacking. The pressure plate can be disabled with a successful DC 15 Dexterity check using thieves’ tools. 18b. Standing Gate to Level 11 Two pillars with giant stone snakes wrapped around them rise from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
                                                
                                            
                                                
                                                     three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the
                                                
                                            
                                                
                                                     naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                    11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
                                                
                                            
                                                
                                                     Level 8 Among the rock formations is a standing gate (see “Gates”) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ” 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
                                                
                                            
                                                
                                                     teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
 
   Scufflecup
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    7. Standing Gate to Level 21 Rubble. The floor of this 20-foot-high cave is strewn with stony rubble that acts as difficult terrain.
 Fake Beholder. A gas spore, easily mistaken for a beholder
                                                
                                            
                                                
                                                     targeted by spells or attacks while trapped inside the crystal menhirs. They remain asleep until awakened (see “Standing Gate” below). An awakened nalfeshnee teleports out of its menhir and attacks, then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot
                                                
                                            
                                                
                                                     spell cast on a wall destroys it for 1 minute, after which the psionic force generator in area 16c resummons the wall. 8b. Standing Gate to Level 19 In the middle of this otherwise empty cave is a pair of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inanimate minotaur skeleton embedded in each one, facing each other. These standing stones form one of Halaster’s magic gates (see “Gates”). The rules of the gate are as follows: Any creature that touches
                                                
                                            
                                                
                                                     consuming a poisonous variety and must succeed on a DC 10 Constitution saving throw or be poisoned for 1d4 hours. 2d. Standing Gate to Level 12 This cave contains a pair of standing stones with an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
                                                
                                            
                                        
                                                     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->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
                                                
                                            
                                                
                                                     standing stones 19 Ruined or toppled circle of standing stones 20 Totem pole  Ruins Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Schools of Magic The rules of the game refer to the schools of magic (abjuration, illusion, necromancy, and so on), but it’s up to you to determine what those schools signify in your world. Similarly
                                                
                                            
                                                
                                                     own hierarchies, traditions, regulations, and procedures. For example, Materros the necromancer could be a brother of the necromantic Cabal of Thar-Zad. As a sign of his high standing within its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     secret door that leads to area 8b.)
 Wooden Donkeys. Standing around the room are five crude wooden constructs resembling donkeys. Each of these magic dummies has a body made of a wooden keg turned on
                                                
                                            
                                                
                                                     (see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be 10th level or higher to pass through this gate (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     gate nod at them as they exit the keep and head down the trail. When the characters come across the wagon, read the following boxed text aloud: You find the wagon standing in the middle of the trail with
                                                
                                            
                                                
                                                     ooze seeps from the supplies with a hideous squelching noise and fights the characters. Roll Initiative! Preparing for Combat. Use the “Combat” section of the D&D Beyond Basic Rules, along with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
 Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
                                                
                                            
                                                
                                                     Dense webbing fills this room as well (see area 19c for rules). Suspended within the webs are six cocoons. Five contain the desiccated corpses of four goblins and a nothic. The sixth contains a swarm
                                                
                                            
                                        
                                                     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->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     who was standing atop one of the stones is dumped into the water. Predators Below. Two merrow lurk in the water east of the crossing. They dislike the taste of bullywugs and ignore them, but they
                                                
                                            
                                                
                                                    ). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the standing stones. The rules of this gate are as follows
                                                
                                            
                                                
                                                     in area 8b.) 8b. Behind the Secret Door Fog. A 2-foot-high blanket of fog covers the floor. Hidden under the fog in the northern alcove is a treasure pile (see “Treasure” below).
 Standing Stones
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stones form one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Any creature that touches one of the standing stones is targeted by a maze spell (save DC 22). To open the gate, a
                                                
                                            
                                                
                                                    12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     Scatters Once this event is resolved, the reference librarians shoo the students away, reminding them of the standing edict to avoid tomfoolery in the Biblioplex. Relationship Encounter During the
                                                
                                            
                                                
                                                     sing-off, characters might mingle with the other students. If there are students the characters wish to earn Relationship Points with, treat this as a Relationship encounter, as described in the rules
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     mirror is one of Halaster’s gates (see “Gates”). Its rules are as follows: Speaking the proper command word while standing in front of the mirror opens the gate for 1 minute. Characters must be 11th level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Final Conflict Depending on the characters’ alliances, they might guard the platform or try to free Afsoun. Whether the characters are standing guard, attempting to free Afsoun, or scheming otherwise
                                                
                                            
                                                
                                                     The characters might use their mounts to fight foes in the air, using the mounted combat rules in the Player’s Handbook. As intelligent creatures, the characters’ mounts can act independently, but they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     a flagon. Its rules are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 12th level or higher to pass
                                                
                                            
                                                
                                                     Halaster’s magic gates (see “Gates”). The space inside the arch bears a bas-relief of a female dwarf standing with her eyes closed. A large keyhole is carved into the head of a stone hammer she clutches to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stone frame.
 Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
                                                
                                            
                                                
                                                     into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). The mirror is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     center of this henge, a small, checkered game board with stone playing pieces rests on the ground near the dying embers of a campfire.
 Each of the eight standing stones is about 20 feet tall and hewn
                                                
                                            
                                                
                                                     of Shale in the one made of shale, and Jagu of Chalk (leader of the Chalk Clan korreds) in the one made of chalk. While hidden in this way, the korreds can see their surroundings as though the standing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     to Level 14 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If three humanoids hold hands while standing within 5 feet of the gate, it opens for 1 minute. Characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the pits with a standing jump or running jump (see the Player’s Handbook for jumping rules), provided there are no broodguards lined up along the far side. Treasure Nahth has a crocodile skin pouch containing 28 gp and wears gold ceremonial bracers sculpted to resemble bats (150 gp for the pair).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
                                                
                                            
                                                
                                                     prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
                                                
                                            
                                        





