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Returning 35 results for 'shaft turn'.
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Magic Items
Bigby Presents: Glory of the Giants
The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.
You gain a +2 bonus to attack and damage rolls made with this weapon
stunned condition until the start of your next turn.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Fizban's Treasury of Dragons
end of another creature's turn. The dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one Claw or Tail attack.
Move. The dragon turtle moves
dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8);{"diceNotation":"9d8
monsters
damage. Success: Half damage. If three or more creatures fail their saving throw against this effect, the colour out of space gains an additional action on its next turn.
Spellcasting. The colour
.
The shaft of phosphorescence from the well brought a sense of doom and abnormality which far outraced any image their conscious minds could form. It was no longer shining out, it was pouring out
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from here into the maintenance shaft network, where they’re handled by detention drones. A creature that ends its turn in this area must make a DC 15 Dexterity saving throw. Small and smaller
creatures have advantage on this save. On a failed save, the creature takes 22 (4d10) slashing damage as automation moves it through the maintenance shaft network; the creature ends its turn inside a random maintenance shaft somewhere on map 17.2 (DM’s discretion).
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
from here into the maintenance shaft network, where they’re handled by detention drones. A creature that ends its turn in this area must make a DC 15 Dexterity saving throw. Small and smaller
creatures have advantage on this save. On a failed save, the creature takes 22 (4d10) slashing damage as automation moves it through the maintenance shaft network; the creature ends its turn inside a random maintenance shaft somewhere on map 17.2 (DM’s discretion).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
out of thick ice and have hinged iron clamps holding them in place. When the doors are open, they allow access to a 30-foot-wide vertical shaft that descends 220 feet to area X26. X13. Western Gear Room
The following boxed text assumes the characters enter this area by coming up the elevator. If they enter by the north tunnel, adjust the boxed text accordingly: Ascending the elevator shaft deposits
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
out of thick ice and have hinged iron clamps holding them in place. When the doors are open, they allow access to a 30-foot-wide vertical shaft that descends 220 feet to area X26. X13. Western Gear Room
The following boxed text assumes the characters enter this area by coming up the elevator. If they enter by the north tunnel, adjust the boxed text accordingly: Ascending the elevator shaft deposits
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
instant later, the closed-off elevator is propelled up the western half of a 20-foot-wide, 170-foot-tall shaft (area K31a) to the sounds of turning gears and rattling chains. Magic sleep gas fills the
-foot cube of granite suspended from heavy chains descends in the eastern half of the shaft, acting as a counterweight. The massive block lands gently at the bottom of the shaft, filling the previously
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shown on map 5.5. Thereafter, the rooms can be rotated using the controls in area 61. Their ceilings are disconnected from the walls, allowing the chambers to turn without reorienting the ceilings or the shaft in area 58.
Gears of Hate Features Aboleth Slime Puddles of viscid gray slime cover the floor in some areas, as marked on map 5.5. These areas are difficult terrain, and any creature that starts its turn in a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shown on map 5.5. Thereafter, the rooms can be rotated using the controls in area 61. Their ceilings are disconnected from the walls, allowing the chambers to turn without reorienting the ceilings or the shaft in area 58.
Gears of Hate Features Aboleth Slime Puddles of viscid gray slime cover the floor in some areas, as marked on map 5.5. These areas are difficult terrain, and any creature that starts its turn in a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
instant later, the closed-off elevator is propelled up the western half of a 20-foot-wide, 170-foot-tall shaft (area K31a) to the sounds of turning gears and rattling chains. Magic sleep gas fills the
-foot cube of granite suspended from heavy chains descends in the eastern half of the shaft, acting as a counterweight. The massive block lands gently at the bottom of the shaft, filling the previously
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pedestals can be pried loose, but they turn to dust if removed from this chamber. Shaft The shaft in the floor is 10 feet wide and 15 feet deep. It opens into the ceiling of area 58. To scale the smooth
45. Gargoyle Guardians At the bottom of the grand staircase, a resonant mechanical rumbling emanates from a dark shaft opening up in the middle of this chamber’s floor. Four cylindrical stone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pedestals can be pried loose, but they turn to dust if removed from this chamber. Shaft The shaft in the floor is 10 feet wide and 15 feet deep. It opens into the ceiling of area 58. To scale the smooth
45. Gargoyle Guardians At the bottom of the grand staircase, a resonant mechanical rumbling emanates from a dark shaft opening up in the middle of this chamber’s floor. Four cylindrical stone
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival Uthtower is buried deep beneath the bog. Using undead as laborers, Ularan Mortus excavated a deep shaft into the mud, shored up with wooden beams. Crude iron rungs were hammered into the
walls of this pit, providing access to the entry hall of the catacombs (area E1). On the surface, the entrance looks like nothing more than a timber latrine sitting in the middle of nowhere. The shaft
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival Uthtower is buried deep beneath the bog. Using undead as laborers, Ularan Mortus excavated a deep shaft into the mud, shored up with wooden beams. Crude iron rungs were hammered into the
walls of this pit, providing access to the entry hall of the catacombs (area E1). On the surface, the entrance looks like nothing more than a timber latrine sitting in the middle of nowhere. The shaft
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
gaps between its curling branches. Hidden in the shaft are a number of vine blights — one blight plus one additional blight for each member of the party, not including sidekicks (maximum five blights
they or the Gulthias tree take damage, or when Grannoc (see area W10) commands them to do so. Once the blights are out of the shaft, a Medium or smaller character can climb down it, slipping between the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
gaps between its curling branches. Hidden in the shaft are a number of vine blights — one blight plus one additional blight for each member of the party, not including sidekicks (maximum five blights
they or the Gulthias tree take damage, or when Grannoc (see area W10) commands them to do so. Once the blights are out of the shaft, a Medium or smaller character can climb down it, slipping between the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fell down the central shaft, which is deep enough that his body would never be found. One piece of information that Oarus fails to mention is that he ordered the town militia to clear out the mine
town speaker and replace him with one of their own in a special election. They’re convinced that the closing of the mine and the resulting economic woes will turn Masthew’s political supporters against him.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fell down the central shaft, which is deep enough that his body would never be found. One piece of information that Oarus fails to mention is that he ordered the town militia to clear out the mine
town speaker and replace him with one of their own in a special election. They’re convinced that the closing of the mine and the resulting economic woes will turn Masthew’s political supporters against him.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature that wades into this fissure or starts its turn there must succeed on a DC 10 Dexterity saving throw or be swept away by the current and dropped into the shaft that plunges thousands of feet
. M5. Underdark Shaft, Level 1 Wooden planks and struts form a walkway along the wall of a seemingly bottomless vertical shaft. A narrow waterfall cascades down the northeast wall, and the sound of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar turn invisible. The infuriated umber hulk sees the characters and attacks them. If the characters slay the umber hulk, the duergar attack them. To the Underdark. A 10-foot-wide, miles-long tunnel
duergar capture a myconid sovereign in the Underdark. The sovereign’s name is Pleurota. With Xardorok’s consent, Krob is harvesting Pleurota’s animating spores and using them to turn dead quaggoths into
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar turn invisible. The infuriated umber hulk sees the characters and attacks them. If the characters slay the umber hulk, the duergar attack them. To the Underdark. A 10-foot-wide, miles-long tunnel
duergar capture a myconid sovereign in the Underdark. The sovereign’s name is Pleurota. With Xardorok’s consent, Krob is harvesting Pleurota’s animating spores and using them to turn dead quaggoths into
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature that wades into this fissure or starts its turn there must succeed on a DC 10 Dexterity saving throw or be swept away by the current and dropped into the shaft that plunges thousands of feet
. M5. Underdark Shaft, Level 1 Wooden planks and struts form a walkway along the wall of a seemingly bottomless vertical shaft. A narrow waterfall cascades down the northeast wall, and the sound of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of its arms is a yellow band.
The green gas that fills this room fills area 58 when the two rooms are open to each other, but the gas is too heavy to rise up the shaft into area 58. The gas has two
effects: It transforms the dead vegetation in area 58 into three shambling mounds (see that area for details). It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
which the banyan tree grew is now dead and has rotted away, leaving a large columnar shaft within the trunk of the banyan that the dragon has expanded into a subterranean lair. The banyan continues to
of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of its arms is a yellow band.
The green gas that fills this room fills area 58 when the two rooms are open to each other, but the gas is too heavy to rise up the shaft into area 58. The gas has two
effects: It transforms the dead vegetation in area 58 into three shambling mounds (see that area for details). It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Colossus Locations W1. Volcanic Shaft This shaft descends from area E14 in the Temple of Eternal Flame, past area F15 in the Fane of the Eye. A magical disk allows easy movement among the levels. The
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
which the banyan tree grew is now dead and has rotted away, leaving a large columnar shaft within the trunk of the banyan that the dragon has expanded into a subterranean lair. The banyan continues to
of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Colossus Locations W1. Volcanic Shaft This shaft descends from area E14 in the Temple of Eternal Flame, past area F15 in the Fane of the Eye. A magical disk allows easy movement among the levels. The
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
golden sarcophagus decorated with horned rabbits. A dark shaft opens in the ceiling directly above the barge.
This view is a magical window into the past. Whoever looks through the jackal’s jaws sees
, nothing of the dwarf remains except its bones and gear.
If all the characters turn away, the vision resets. When any character next looks through the mask, the dwarf is seen entering I’jin’s tomb once
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
golden sarcophagus decorated with horned rabbits. A dark shaft opens in the ceiling directly above the barge.
This view is a magical window into the past. Whoever looks through the jackal’s jaws sees
, nothing of the dwarf remains except its bones and gear.
If all the characters turn away, the vision resets. When any character next looks through the mask, the dwarf is seen entering I’jin’s tomb once
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room. The gas hangs in the air for 10 minutes, then dissipates. Any creature that starts its turn in the cloud must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed
winch.
A floor-to-ceiling iron cage in the middle of the room contains an elevator shaft with chains running up and down away from it. The chains are in constant motion, and you hear loud mechanical
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room. The gas hangs in the air for 10 minutes, then dissipates. Any creature that starts its turn in the cloud must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed
winch.
A floor-to-ceiling iron cage in the middle of the room contains an elevator shaft with chains running up and down away from it. The chains are in constant motion, and you hear loud mechanical
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the building. The tower’s vents are 50 feet from the ground and open into a 10-foot-wide shaft that descends into the center of area A2. This shaft is marked with a dotted circle on map 11.2. A
windcatcher’s interior. The first Small or larger creature that descends 10 feet down the shaft activates explosive runes. Any creature within 20 feet of the runes must make a DC 17 Dexterity saving throw