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Returning 28 results for 'see stump'.
Magic Items
Dungeon Master’s Guide
free from the socket. The hand is a shriveled left extremity.
Random Properties of the Eye and Hand. The Eye of Vecna and the Hand of Vecna each have the following random properties (see Artifacts
3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Attuning to the Hand. To attune to the hand, you must press it against the stump where your left hand was
Monsters
Van Richten’s Guide to Ravenloft
trait is active, it can use the options below as legendary actions.
Coordinated Assault. The dullahan makes a Battleaxe attack, and then one death's head the dullahan can see within 30 feet of it can
use its reaction to make a melee attack.
Headless Wail (Costs 2 Actions). An echoing shriek issues from the dullahan’s headless stump. Each creature of the dullahan’s choice within 10
Eye and Hand of Vecna
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Magic Items
Dungeon Master’s Guide (2014)
the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties. The Eye of Vecna and the Hand of Vecna
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adirohit’s Retribution When Jijibisha Manivarshi is destroyed, all is silent for a moment before a voice drifts from beneath the tree stump at the center of the Forest Heart. “You out there!” calls a
voice from beneath the tree stump. “Has that horror been banished? Is she finally gone? Set things right. Set me free!”
If the characters respond to the voice, the speaker shares the following
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters arrive: Several slow-moving waterways convene at a rocky island covered in moss and ruined stones. Atop it stands the blackened, rotting stump of a great tree. On the stump, Amanisha Manivarshi
lies motionless.
The water in this area is 10 feet deep (see the Player’s Handbook for details on swimming). The island rises gently to the north and south, while on its east and west sides, 10-foot
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and S7) where the characters can collect spell components for Professor Lang. Any character who ventures into the swamp on the west side of this islet stumbles into an area of quicksand. See chapter
5 of the Dungeon Master’s Guide for details. S3. Central Islet The largest islet in this part of the swamp, this landmass features two wooden research sheds with an ancient tree stump between them
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
U3. Baba Lysaga’s Hut Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic
(see appendix D) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
around the tree are six gangly humanoid creatures covered with needles. Embedded in the tree is a shiny battleaxe, beneath which lies a humanoid skeleton. The tree is a Gulthias tree (see the blights
destroyed but isn’t truly dead; it regains 1 hit point every month until it is fully healed. With a successful DC 15 Intelligence (Nature) check, a character can determine that the entire stump must be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Tlin’orzza, and two males named K’yorl Tanor’thal and Rross Hylarn) mounted on giant lizards, five giant flying spiders (see below), and eight troglodytes split into two groups of four.
River. Water
. Fungi and moss grow on both riverbanks.
Fungi. The soft, peaty floor gives rise to a fungi forest that includes 40-foot-tall zurkhwood mushrooms (as well as the occasional stump).
The drow treat
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
adorning the statue’s base. Unlike the mouth on the base, the statue’s mouth hangs open, just wide enough to see that it bears only the stump of a tongue inside. A character who succeeds on a DC 15
Intelligence (Investigation) check realizes that the broken stump of tongue connects to some sort of lever, but the lever won’t move without returning the missing tongue to its place. If the characters have
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters. He’s accompanied by his own coppery wasteland dragonnel (see appendix B) and one for each character. Just before the characters arrived, four red dragon wyrmlings pursuing the dragonnels
and his dragonnels stay out of battle unless attacked. Unless the characters prepared another strategy, they begin this encounter adjacent to the tree stump at the southeast corner of the map. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
drink. Arrival at Telemy Hill Telemy Hill is skirted in mist. When the characters pass through the mist and see the hill for the first time, read: You are greeted by the scent of sweet-smelling fruit
giant tree stump. The brigands camp atop the stump because it gives them the advantage of high ground. The best guide in Hither is a pincer-clawed scarecrow named Clapperclaw. It hangs around Downfall
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. With its enhanced knowledge, the sphinx can correctly answer almost any question. To simulate this around the table, you might challenge the players to stump you as the DM with a riddle or trivia
18th-level spellcaster, by defeating the enhanced sphinx in combat, or through mechanisms found in Kwalish’s lab in Daoine Gloine (see area O7). Dock. Created by Kwalish, this structure is built so
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
through the portal in the northeast corner of the map is transported into a demiplane (see the “Inside the Crystal Ball” section below). Pool Depth. The pool is 10 feet deep near the waterfall. The
Poison and Psychic damage. When a puffball is reduced to 0 Hit Points, it explodes and releases a cloud of sickening spores in a 10-foot Emanation (see appendix A) originating from it. Each creature in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
each have the following random properties (see “Artifacts” in this chapter):
1 minor beneficial property 1 major beneficial property 1 minor detrimental property Attuning to the Eye. To attune to
inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Attuning to the Hand. To attune to the hand, you must press it against the stump
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
damaged to be of much use or value to anyone. Baba Lysaga’s Creeping Hut Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
these words, the goats wait to see if the characters offer them something in return, thereby honoring the rule of reciprocity (see “Rules of Conduct” in chapter 2). The goats are hungry but not picky
Dubhforgail (see area P18 in chapter 5). Mudlump’s Home. If Mudlump survives this encounter, he returns to his home in the tumbledown, moss-covered ruins of a 30-foot-diameter stone tower that once
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties. The Eye
changes to neutral evil, and you gain the following benefits: You have truesight. You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Assault. The dullahan makes a Battleaxe attack, and then one death’s head the dullahan can see within 30 feet of it can use its reaction to make a melee attack.
Headless Wail (Costs 2 Actions). An
echoing shriek issues from the dullahan’s headless stump. Each creature of the dullahan’s choice within 10 feet of it must make a DC 15 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
his brow, and one of his horns ends in a jagged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites—all of whom have
, requiring the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is blinded, restrained, and begins to suffocate (see chapter 8 of the Player’s Handbook). On a success, it is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
encounter in this location is identical to the one in area S56b. S57: Inner Garden (Green) This area is similar to area S56 but has fewer predators due to the presence of the froghemoth (see area S59). It
teems with bunnyoids—cute little rabbits with nubby protuberances atop their heads. One of the creatures sits on a stump nestled amid a patch of leafy foliage. It briefly looks in your direction and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rock crushing power of ice and glaciers. Crushing Wave cultists see all living creatures as nothing more than trapped water that could one day be free to return to the seas or skies in a new form. The
at fighting in water, so they look for opportunities to surprise their enemies by using bodies of water to slip around or through defenses. Because the cultists see water as the wellspring of all life
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature immediately. P6. Woodcutter’s Axe A gleaming greataxe is embedded in a withered tree stump near a bend in the stream.
Treasure. The greataxe is a woodcutter’s axe (see appendix A). Only a
locks inside the palace (see “Crown Locks” above). The inscription reads: The lion or the hart must wear the crown.
But which one should it weigh down?
P2. Palace Garden The scents of roses
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
off other visitors. The corpse is infested with two swarms of rot grubs (see appendix C). Any creature that touches the body comes under attack by the swarms as they spill out of gaps in the armor
can see that it is damaged and bent, as if something has tried to push the door open from the other side. Treasure. The ten wooden footlockers are locked. One can be opened by a character who succeeds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
into the wall of another room (area E3). Dreadful Host. The figure watching through the window is Kaevja Cynavern (see area E3), and she can see through the purple mist between the two rooms easily
enough. She uses a sending spell to contact Manshoon as soon as the characters arrive. Manshoon sends his simulacrum (see appendix B) to unlock the door to area E2 and greet the new arrivals. It takes 1
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, a vial containing oil of slipperiness, and a vial with one dose of assassin’s blood poison (see the Dungeon Master’s Guide). D14: Meditation Room A fetid stench permeates this room, which is empty
save for two small, bare tables standing against the west wall and an ornate rug in front of the window. Resting next to the rug is a wooden candlestick holding the melted stump of a red candle. A long
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dungeon Master’s Guide to determine the contents of each dragon’s trove. Aurilssbarg See the “Ice Peak” section. Bargewright Inn Once a hilltop wayside inn, this site has become a walled community of
loot. Characters who explore the hills south of Beliard might find an old tower containing a female hill giant who recently lost her mate (see the “Old Tower” section at the end of this chapter
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
feels a profound sense of purpose and gains the benefit of the bless spell for 1 minute. They can choose two other creatures they can see to gain the spell’s benefits as well. 67–72 A booming voice






