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Returning 16 results for 'shell climbing'.
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Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4
Cryptic Skin
Monsters
Guildmasters’ Guide to Ravnica
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell
narrow as 1 inch wide without squeezing.
2
Aquatic. The krasis gains a swimming speed equal to its walking speed.
3
Climbing Speed. The krasis gains a climbing speed equal to its walking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Undermountain. Located in the center of the taproom, the well was once the outer shell of Halaster’s mighty tower, which was demolished long ago. Its sheer walls are made of old mortared stones. Next
crumbly but have abundant handholds and footholds. They can be scaled without climbing gear with a successful DC 15 Strength (Athletics) check. No check is needed to enter Undermountain by using the rope-and-pulley system.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Fungus. A patch of glowing fungus sprouts from the east wall.
Giant Snail. In the northern part of the cave lurks Haungharassk, a magical snail as large as an elephant, with a shell of gleaming
(7d12 + 7) hit points, and walking and climbing speeds of 10 feet. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Its ability scores are as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
double door to the south. The construct is missing its head, and there are gaps in its outer shell through which the construct’s inner supports and mechanisms can be glimpsed.
Emberosa. This female
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3). 2 Armored Hide. The krasis has better natural armor afforded by a shell or thick scales
Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing. 2 Aquatic. The krasis gains a swimming speed equal to its walking speed. 3 Climbing Speed. The krasis
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hours of searching to find buried foundations and tumbled stones.
The ziggurat is encased in magic, which becomes obvious if anyone casts detect magic. This protective shell prevents anyone from
ascending the ziggurat by any means other than climbing the stairs. Characters who try to fly up rise above the trees but never get any closer to the ziggurat, as if they’re flying into a powerful
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment. Carapace. Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, padlocks, and keys lie discarded on the floor outside them. Inside each cell are fragments of the shell of a bluish-white egg that must’ve been as large as a halfling. Any character who examines these
angled. It empties into the ravine outside and requires a successful DC 15 Strength (Athletics) check to ascend or descend without magic or climbing gear; a character who fails this check by 5 or more
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, glinting under the purple glow of a nearby street lamp.
The stone well is 100 feet deep and lined with slippery ice and frost, making it impossible to negotiate without climbing gear or magic
climbing speed of 30 feet. The monster shudders awake if a light source penetrates more than 80 feet into the well, or if a creature sitting on one of the benches awakens it (see below). Meditation
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
before entering it. A bronze torch glowing with a magical light lies next to the corpse of a bare-chested man with a shield in the shape of a crab shell and a broken shark-toothed sword. Several
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Locations P1. Waterfall Basin The waterfall here can be heard from quite a distance. A loud waterfall pours into this mossy cavern. Wet stairs hug the western wall, climbing higher than the
, its supplies long gone. One of the skeletons aboard wears a suit of fine scale mail decorated with shell motifs. This scale mail is mariner’s armor. P19a–P19b. Vortexes Strong currents channel water
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(but missing) gemstone. Climbing the colossus to reach the ruby eye requires a DC 20 Strength (Athletics) check, since the surface has few handholds or footholds. Prying the ruby eye from its socket
creature that ends its turn in the room takes 5 (1d10) fire damage, or 11 (2d10) fire damage if it’s wearing metal armor. A creature that comes into direct contact with the superheated shell of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
fell on his own sword In the center of this crypt, atop a marble slab, human bones lie amid the empty shell of a suit of rusty plate armor. Plunged through the armor’s breastplate is a longsword
. The floor here is an illusion that hides a 20-foot-deep pit. The sides of the pit are polished smooth; a creature without a climbing speed can’t move along them without the aid of magic or a climber’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10
scimitar and a shield, as well as 23 sp and 4 gp in a belt pouch. 4. Tower Shell This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in