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Returning 15 results for 'sharpen first'.
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Mordenkainen Presents: Monsters of the Multiverse
were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes.
Minotaur horns range in size from about 1 foot long to easily three times that length. Minotaurs often
carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length
. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. Thick hair extends down minotaurs’ necks and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
minotaurs were first created by the Lady of Pain to patrol the magical mazes that she uses to trap her foes. Minotaur horns range in size from about 1 foot long to easily three times that length
. Minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle. Thick hair extends down minotaurs’ necks and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during
Although minotaurs aren’t evil by nature and are free to worship any god, many are raised among those devoted to Mogis’s vile whims. Myths tell that Mogis created the first minotaurs from his own
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during
Although minotaurs aren’t evil by nature and are free to worship any god, many are raised among those devoted to Mogis’s vile whims. Myths tell that Mogis created the first minotaurs from his own
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
dais at its center.
This area was once used by priests and acolytes to sharpen their mental acuity against harmful psychic energy. Valin has turned it into a formidable hiding place for a powerful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
dais at its center.
This area was once used by priests and acolytes to sharpen their mental acuity against harmful psychic energy. Valin has turned it into a formidable hiding place for a powerful
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tool Descriptions The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign. Components. The first paragraph in each
hour of work. Smith’s Tools Activity DC Sharpen a dull blade 10 Repair a suit of armor 15 Sunder a nonmagical metal object 15 Thieves’ Tools Perhaps the most common tools used by adventurers
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Tool Descriptions The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign. Components. The first paragraph in each
hour of work. Smith’s Tools Activity DC Sharpen a dull blade 10 Repair a suit of armor 15 Sunder a nonmagical metal object 15 Thieves’ Tools Perhaps the most common tools used by adventurers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Grimskalle Locations (G15-G23) G15. Tests of the Frostmaiden The first time the characters enter one of these chambers, read: The walls of this oddly shaped room are etched with elaborate panoramas
description in the Player’s Handbook). The march lasts 14 hours. Party members can weather the first 8 hours. At the end of every hour after that, each must make a Constitution saving throw. The DC is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Grimskalle Locations (G15-G23) G15. Tests of the Frostmaiden The first time the characters enter one of these chambers, read: The walls of this oddly shaped room are etched with elaborate panoramas
description in the Player’s Handbook). The march lasts 14 hours. Party members can weather the first 8 hours. At the end of every hour after that, each must make a Constitution saving throw. The DC is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and door. Now it hangs, bloated and distended, in the water and occupies most of the available space. Corridor. When the sahuagin first took over the fortress, this area was much smaller, though a
successful DC 15 Dexterity check using thieves’ tools can disarm the trap. The trap is triggered if a character fails to disarm it, or if the coffer is opened without first disarming the trap. When
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and door. Now it hangs, bloated and distended, in the water and occupies most of the available space. Corridor. When the sahuagin first took over the fortress, this area was much smaller, though a
successful DC 15 Dexterity check using thieves’ tools can disarm the trap. The trap is triggered if a character fails to disarm it, or if the coffer is opened without first disarming the trap. When
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are friendly toward the Guardians of Gorm but hostile to all others. If a character comes within 5 feet of the cage or disturbs its contents without first donning a mask of Gorm, the swarms erupt from
only a second. Pottery Jars. Near the door stand three 4-foot-tall clay jars once used to put out fires in this room. The first contains sand. The others, which previously stored water, are empty. B8
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are friendly toward the Guardians of Gorm but hostile to all others. If a character comes within 5 feet of the cage or disturbs its contents without first donning a mask of Gorm, the swarms erupt from
only a second. Pottery Jars. Near the door stand three 4-foot-tall clay jars once used to put out fires in this room. The first contains sand. The others, which previously stored water, are empty. B8