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Returning 35 results for 'shot of rest during vaulted'.
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slot of rest during vault
Monsters
Mordenkainen Presents: Monsters of the Multiverse
vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.
Hunters are particularly skilled with the longbow, and they fire arrows with
viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.
Gnolls
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
eye rays. That’s why I stay indoors all the time. Besides, the sky is totally overrated.
Arcane Archer Features Fighter Level Feature 3rd Arcane Archer Lore, Arcane Shot (2 options) 7th Curving
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Features of Zorzula’s Rest Zorzula’s Rest has the following noteworthy features. Sulfuric Lava The outpost is built atop a sulfuric lava spring. The sulfur colors the lava bluish-purple and fills the
Zorzula’s Rest are immune to the fumes. Walls and Floors The walls and floors of the outpost are made of gray igneous stone. The mining tunnels carve through packed earth and rocky sediment. Ceilings
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
obscured by this smoky haze. Exposure to it is unhealthy; characters who take a long rest in a hazy location regain one fewer Hit Die than normal. A strong wind that lasts 1 minute or longer clears an
dimly lit. Ceilings. Tunnel ceilings are 10 feet high and flat. Room ceilings are 15 feet high and vaulted in most areas except for the larger spaces on the forge level, which are 30 feet high. Elevators
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
slain — shot and killed by elf arrows while standing on the roof of his keep. His widow, Lady Velrosa Nandar, made peace with the elves and promised to make no further incursions into the Ardeep Forest
— a promise she kept for the rest of her life. Velrosa was mortally wounded when the cloud giants bombarded Nightstone, leaving the village without a lord or lady to govern it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Lower Halls The staircase from tier 2 ends before these halls, which look older than the rest of Shadowdusk Hold. 30a. Shadowdusk Hall House Crest. Set into the middle of the floor is a 20-foot
-high, vaulted ceiling bears peeling mosaics of cloudy, dramatically lit skies.
Scorch Marks. The walls and pillars have numerous scorch marks.
Statues. Four 8-foot-tall statues of human nobles
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Thalivar’s ghost in combat is difficult, so the players are better off finding a way to lay it to rest using the clues in the tower. TOWER FEATURES
The House of Thalivar is an 80-foot-tall stone tower
that has fallen into ruin.
Ceilings. Ceilings inside the tower are 20 feet high and vaulted. The fourth floor is open to the sky, and a large portion of the third-floor ceiling has caved in where
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Adamantine Tower The adventurers come across a tower haunted by forces of darkness. Vaulted chambers bristle with stalactites and stalagmites, slowing your passage as you wend your way across uneven
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daern’s instant fortress (see chapter 7, “Treasure,” of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unexpected presence in the darkness. The remnants of a rockfall have opened up a small vaulted cavern along the passageway. Apart from the occasional glowing insect scuttling along the walls, the cavern is
when a passing purple worm burst into the tunnel they were traveling through, separating her from the rest of the group. Convinced that her mother and the rest of the Dark Hunters were killed by the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
when the characters find Tyrza: You come across Tyrza Bonebreaker shot-putting a laughing halfling into the air. The halfling fellow soars over twenty feet, nearly overshooting bales of wool in the
in the Outlands, the distance between Glorium and Grakenok varies. How long the journey takes is up to you, but so long as the characters don’t pause for any amount of time longer than a short rest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Mosaic Chamber This chamber is a high vaulted dome with a deep inset ledge circling the room, 10 feet wide and 15 feet up. The floor here is set with a beautiful tile mosaic showing a knight in
collected and kept separate from the rest of the creature’s tiles.
A tile creature gains the following reaction.
Narrow Dodge. When targeted by a melee attack, the tile creature can take a reaction
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of Waterdeep and the last place where the caravan takes a day-long rest. They are not traveling together; being in Daggerford at the same time is coincidental. Azbara Jos Azbara Jos (see appendix D
the characters, Gleamsilver persuaded her superiors to give her a shot at uncovering the truth in a less bloody fashion. If she hasn’t come up with something useful by the time the caravan reaches
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by
monster, shot him with arrows. But he did not die. He became a vampire — the first vampire, according to many sages.
In the centuries since his transformation, Strahd’s lust for life and youth have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tentacles support the vaulted ceiling, which features a large dome painted to look like the night sky. Beneath the dome and between the pillars, a large bed stands atop a wide, circular dais. The
the cleric’s bedchamber opens into a vestibule where the cleric of Umberlee kept her personal belongings. Stone shelves stand against the bare stone walls, and two wooden chests rest in the middle of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
22. The Cavern of Gold and Silver Mists A thick silver mist, shot through with delicate streamers of gold, partially blocks your view of the area that lies ahead.
The mists make the entire area
ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren’s sacks contain treasure, but it isn’t possible to acquire more than
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
of Waterdeep and the last place where the caravan takes a day-long rest. They are not traveling together; being in Daggerford at the same time is coincidental.
Azbara Jos
Azbara Jos (see appendix
for the characters, Gleamsilver persuaded her superiors to give her a shot at uncovering the truth in a less bloody fashion. If she hasn’t come up with something useful by the time the caravan reaches
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
4. Mosaic Chamber This chamber is a high vaulted dome with a deep inset ledge circling the room, 10 feet wide and 15 feet up. The floor here is set with a beautiful tile mosaic showing a knight in
tiles are collected and kept separate from the rest of the creature’s tiles.
A tile creature gains the following reaction.
Narrow Dodge. When targeted by a melee attack, the tile creature can take a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
death, her unseen servants persisted, waiting for her to return. Midna Tauberth, one of the Fine Fellows of Daggerford, recently intruded upon this hall and is using it as a rest area. 11a. Hall of
-foot-high vaulted chamber contains the following: Light. Freestanding iron torch sconces in the four corners of the room have continual flame spells cast upon them.
Midna. Midna Tauberth (NE female
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the sanctum’s west end, while marble pillars hold up vaulted ceilings to the east. Spiral staircases in the corners lead upward.
This section of the sanctum holds Alustriel’s collection of rare
about the topic. At your discretion, this might grant the character advantage for the rest of the day on any ability checks made to recall or use the information they’ve learned. S2: Parlor Plush
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
in a war band. In the vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance. Hunters are particularly skilled with the longbow, and
they fire arrows with viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of Nylea’s favor.
2 You healed an injured wolf, which then revealed itself to be Nylea in disguise.
3 You won an archery contest with a truly stunning shot, but afterward chastised
finish a long rest. Wisdom is your spellcasting ability for this spell. Nylea’s Votary Piety 10+ Nylea trait You can cast speak with animals with this trait a number of times equal to your Wisdom
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature. If a
reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Haunted Temple of Lolth This temple of the Spider Queen has vaulted, 30-foot-high ceilings draped in cobwebs. Muiral visits the temple to hear the lamentations of three drow priestesses who lost
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bow shot becomes easy prey for any gnolls near it. Some particularly clever gnolls have been known to use burning arrows to spark fires, cutting off their prey’s escape routes and driving victims into
. Send your fastest warriors and strongest spellcasters to the spy’s location. If the gnolls have struck a settlement, they will rest for up to a week, bloated on their kills. In this state, they are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experienced the vision in area 17 recognize this hall as the same one seen in that vision. The hall contains the following: Shadows. The 40-foot-high vaulted ceiling is buttressed by eight stone columns
and words, Umbraxakar changes back into an adult bronze dragon, returns the characters’ gifts, and insists on being called Glyster henceforth. He offers to help the characters clear out the rest of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
upward, crafting streets of magically calcified strands of spider silk from the cavern floor to the vaulted roof above. Hollow, cocoon-like dwellings are constructed both above and below the layers of
party member for safe passage. If the characters kill four or more bandits, the rest flee before a drow patrol (see below) shows up. Development. The consequence of killing one or more bandits is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Arcturia’s Court Characters who listen at the doors to this room hear harp music beyond. The room has a vaulted ceiling 20 feet high and contains the following: Arcturia. Arcturia — a gaunt
figure with blue scales, bone spurs on her forearms and elbows, gossamer wings, and a flowing gown — dances to music atop a stepped dais 5 feet higher than the rest of the room.
Butterfly Swarm. Next to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
inhabitants, and feed upon them as they rest and regain strength.
— Elminster
Flind A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a
around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy’s territory. Hunters are particularly skilled with the longbow, and they fire
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
finish a Long Rest. You can also restore your use of it by expending one use of your Bardic Inspiration (no action required). Level 3: Mantle of Inspiration You can weave fey magic into a song or
finish a Long Rest. You can also restore your use of it by expending a level 3+ spell slot (no action required). Level 14: Unbreakable Majesty As a Bonus Action, you can assume a magically majestic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
silently pick off sentries on patrol before they can raise an alarm, which makes the upcoming onslaught by the rest of the war band even more lethal. Another function that hunters perform is to trail along
springs into action, its blades and teeth turn it into a whirling dealer of death, able to dash from one target to the next as though it had been shot from a bow. Gnoll Witherlings A war band might go for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Newmy is a lawful neutral ghost who was once a moon elf. She can cast Prestidigitation at will. Newmy isn’t quite five feet tall, and she has frizzy blue hair and pale skin shot through with blue veins
is illegible due to advanced age, but the carved phrase “Home Again, To Rest Forever” is barely legible above the tomb’s doorway.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. A massive chain, tethered to the floor and held stiff by a thick layer of muddy ice, extends up into the howling portal set within the chamber’s vaulted ceiling. Power Vacuum Bedlam was nearly
separated by Midtown, a sloped district partway up the crater. Eye and Dagger Cranky residents of the Gatemouth district can take a much-needed rest at the Eye and Dagger, Bedlam’s most popular hotel. Sheets
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the castle without drawing suspicion. C4. Guard Towers The lower level of each tower contains three cultists at rest. The furnishings on this level include six wooden cots with furs and matching
is equipped with a system of wheels that raises the portcullises and opens the outer sets of doors. In the middle of the floor are murder holes through which arrows can be shot or alchemist’s fire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
rest. Before vanishing for good, it says, “Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family’s honor.” (The “effigy” is the statue of Asmodeus in area A7
. Cult Gathering. An hour before a cult gathering, five human cultists are here donning their regalia. A7. Ceremonial Hall This hall has a 30-foot-high vaulted ceiling and a pair of 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, vaulted ceiling. The mosaic floor is littered with rubble, and a pool of murky water floods the far side of the chamber. Strange fungi cling to the moist walls.
To the north, an arched hallway
plunges into the dark. As you approach, a hollow voice booms from beyond: “Who dares disturb the rest of Chardansearavitriol the Ebondeath?”
The characters now face Ebondeath. If the dragon fled Leilon