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Returning 12 results for 'shelter cone'.
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shelter core
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shelter cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage.
Freezing Breath (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Freezing Breath"}. The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make
dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything
Monsters
Storm King's Thunder
","rollAction":"Fire Breath"}. Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6);{"diceNotation":"26d6","rollType":"damage","rollAction
contain numerous caves, two of them large enough for Klauth to shelter in. He keeps his legendary hoard in tunnels beneath one cavern, which can be entered only by lifting or pushing aside a massive slab of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
whirlwind of steel, cutting down one enemy after another. After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging
creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
Ranger
Legacy
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Classes
Basic Rules (2014)
of steel, cutting down one enemy after another.
After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the
the creature while he readies his bow.
Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost
(Recharge 6). The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are
salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
other shelter available. The villagers know about the cave and may have mentioned it. If the party leaves no guard, they will just have to trust the villagers not to steal their belongings. (Dishonest
the mountain, showing their orientation with respect to one another. The only possible entrance into the cone is a cave on the south slope known as the Wizard’s Mouth. This cave actually seems to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius
magnified to twice their size. Tent. A simple and portable canvas shelter, a tent sleeps two. Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and
it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for
to twice their size. Tent. A simple and portable canvas shelter, a tent sleeps two. Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
15 Wisdom (Perception) check. Developments. The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the
from which poison gas sprays out in a 15-foot cone. Each affected creature must succeed on a DC 12 Constitution saving throw or become poisoned until the creature finishes a short rest. Someone who