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Returning 35 results for 'some of raise down version'.
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Monsters
Monster Manual
Each: Flame Strike (level 6 version), Greater Restoration, Raise Dead, Zone of TruthDivine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
monsters
Curse
1/Day Each: Greater Restoration, Raise Dead, Scrying, Spirit Guardians (level 8 version)The mysterious fortune teller Madam Eva shrouds herself in a carefully woven web of lies. Though she
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Raising the Alarm If the characters are caught doing something suspicious, cultists nearby attempt to raise the alarm. When the alarm is raised, the following countermeasures happen: Castle denizens
, arriving 1 minute after the alarm is raised. After 10 minutes, Grimjaw and the reavers from area K20 leave the keep and search for intruders in the castle. Map 3.3: Rivergard KeepView Player Version
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, are clever with their hands, and viciously work together in order to overcome their physical limitations. In the kobolds’ version of a perfect world, the creatures would be left alone to dig their
tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the “Kurtulmak: God of Kobolds” sidebar). In the world they occupy, kobolds are
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ancient Black Dragon Ancient black dragons plot the ruin of whole realms. They seek magic to corrupt the land, raise undead hordes, bind fiends, and replicate magical disasters. Ancient black dragons
can replace one attack with a use of Spellcasting to cast Melf’s Acid Arrow (level 4 version).
Rend. Melee Attack Roll: +15, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 9 (2d8) Acid damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17):
At Will: Light, Thaumaturgy
1/Day Each: Flame Strike (level 6 version
), Greater Restoration, Raise Dead, Zone of Truth
Bonus Actions
Divine Aid (3/Day). The priest casts Bless, Dispel Magic, Healing Word, or Lesser Restoration, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
6 version), Flame Strike (level 6 version), Geas, True Seeing
Guards Sentries and Watch Members
Habitat: Any; Treasure: Armaments, Individual
Guards protect people, places, and things, either
for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee
Kobold
Legacy
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Species
Volo's Guide to Monsters
strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds’ version of
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, Remove Curse
1/Day Each: Greater Restoration, Raise Dead, Scrying, Spirit Guardians (level 8 version)
Bonus Actions
Evil Eye (2/Day). Madam Eva casts Hold Person, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of angry spirits.
9 Escape the graveyard when undead suddenly rise and overtake the complex.
10 Use a person’s remains to raise them from the dead.
Graveyard Temple Map The temple
valuable treasures entrusted to the temple’s care are buried in this spot. Map 4.3: Graveyard View Player Version Graveyard Temple Villains Graveyard temple villains include those seeking to control
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
Little Lockford is a harmless illusion that changes to match the current state of things in town; for example, if a bridge is lowered in Little Lockford, the projection’s version of the bridge lowers as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
more information on guides and their rates, see “Finding a Guide."
Map 1.1: Port Nyanzaru View Player Version
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
warm singing fills the air. Beautiful fey forms step out from inside the trees surrounding the clearing. They raise their hands in a gesture of peace and smile at you.
Treasure. The dryads are
dryads to accompany them, because the dryads fear the temple and avoid it. Map 14.1: Temple of the Immortal Lotus View Player Version
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Each: Animate Dead, Harm, Insect Plague (level 7 version)
Reactions
Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack
following actions. The mummy regains all expended uses at the start of each of its turns.
Dread Command. The mummy casts Command (level 2 version), using the same spellcasting ability as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
version of what’s going on. Whether it’s obscuring contracts, concealing incursions, or manifesting imaginary staff members to take the fall for your partners’ misdeeds, your magic helps put the best
nightmare of franchise-branded zombies running amok. Still, if things get bad, there’s nothing like a general marketing campaign reminding local folk that necromancy means raise dead. Even if you can’t cast
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outnumbered. They try to stun as many characters as possible, then gather reinforcements from area 12h. Most of the grimlock’s brain is consumed by the time the characters arrive. Short of a raise dead
what Extremiton sees when it looks through the eyes of the virtual Durnan in the alternate version of Waterdeep. The view changes abruptly whenever the ulitharid switches characters in the simulation
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lanterns hang from iron brackets or the rafters, dimly lighting all interior locations. Map 1.11: easthaven town hall View Player Version The following locations are keyed to map 1.11. T1. Reception
spell to raise the figurehead from the depths of Lac Dinneshere a few months ago and hauled it to Easthaven, hoping for a reward. What they got was hardly worth the effort, and Speaker Waylen doesn’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Dolindar Tomb Locations The following locations are keyed to map 1.2. Dyson Logos Map 1.2: Dolindar Tomb View Player Version B1: Portico A roof supported by stone pillars extends from the Dolindar
its turn, it takes 5 (2d4) slashing damage for every 5 feet it travels. A character can use an action to pull a lever behind the stone coffin to cause the blades to retract into the floor or to raise
Compendium
- Sources->Dungeons & Dragons->Divine Contention
spell scrolls: raise dead, forbiddance, and holy aura. USING THE RUINSTONE
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities
in spirit form (see the “Leilon Besieged” quest), the party faces a spectral version of the dragon. This has the statistics a ghost, with the following important modifications: It has AC 15 and 225
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C1-C9) Map 1.4: Keep at Caer-DinevalView Player Version The following locations are keyed to map 1.4. C1. Main Gate Two lowered iron portcullises and two sets of closed wooden doors
seal off the castle. The gatehouse (area C6) holds the mechanisms that raise and lower the portcullises as well as open and close both sets of doors. Knock spells and similar magic can bypass these
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the church for reasons that will quickly become obvious. The following areas correspond to labels on the map of the church below. Map 3.2: ChurchView Player Version E5a. Hall The doors open to reveal
and attacks. If the characters restrain Doru and either promise him blood or threaten to destroy him, or if they kill him and then raise him from the dead, he recounts the events that led to his
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, producing a loud clatter as the armor and skeletons break apart on the floor. Disturbing either suit of armor or touching the surface of the door causes a large, skeletal version of Endelyn’s gaunt
this empty chamber. Stone levers jutting from the walls next to the doorways are used to raise and lower the cell doors, which can’t be opened from the inside except by the use of a knock spell or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
go with food and other supplies throughout the day, watched closely by crew on deck. Map 11.1: The Grand Dame View Player Version The ship’s crew consists of a captain named Nelvin Storn (LE male
lanterns hang from posts that support the balcony of the upper deck. A rusty winch bolted to the deck is used to raise and lower the ship’s anchor. The winch is normally operated by two crew members
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage.
Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma
as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.
Planetar Large Celestial (Angel), Lawful Good
AC 19 Initiative +10
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hollow Mine Locations The following locations are keyed to map 4.1. Map 4.1: hollow mineView Player Version H1: Mine Entrance Loose planks cover the entrance to the mine. Once characters enter the
, so the young man leaves her alone. For months, Teocín’s ghouls have killed animals, hunters, prospectors, and others wandering the borderlands so Teocín can study and raise the dead using profane
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to see. The walls and entryways are all 10 feet high, allowing duergar that have grown to Large size to move around easily. Map 1.6: duergar outpost View Player Version The following locations are
openings overlook the snow-covered grounds outside the stronghold.
Unless she has cause to leave the overlook and raise the drawbridge in area O2, a duergar named Urthhild stands guard here, stamping
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
simultaneously. For each winch, it takes 3 actions to raise a portcullis or 1 action to lower it. As an action, a creature can try to lift a portcullis above its head, doing so with a successful a DC 25
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Level 1 View Player Version 1. North Entrance and Guard Post You stand on a rock ledge about thirty feet wide. Ahead, set into the vertical rock surface, is a pair of large stone doors, each ten feet
fastened on the north wall inside area 2, on the east side of the gate. Under normal circumstances, it takes 3 rounds to raise or lower the gate, but an emergency device allows the raised gate to be
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Lair Locations Jared Blando Map: Nakari’s Lair View Player Version The following locations are keyed to the “Underground” half of Map: Nakari’s Lair. N1: East Entrance Ethereal music travels up this
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fortress Level 3 This level is submerged in cold (but not frigid) seawater. The following locations are identified on map 6.3. Map 6.3: Sahuagin Lair Level 3 View Player Version 48. Barracks Unless
a chain and pulley mechanism on the north wall next to the gate. Under normal circumstances, it takes 3 rounds to raise or lower the gate, but an emergency device allows the gate to be dropped in a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold Locations The following locations are keyed to map 6.5. Map 6.5: threshold of the heavens View Player Version T1: Plaza Once characters reach the floating island of the Threshold of the
Black Dragon Army in the east. The Threshold of the Heavens is the control center of the city. He and the priest Belephaion have reactivated the magic here. They now await orders to raise the city into
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed
Dreamwalk. When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain. 4 Hand of Knowing. One of the archfey’s hands blurs as though it
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Upper Level Locations Dyson Logos Map: Starglass Waypoint Upper LevelView Player Version The following locations are keyed to Map: Starglass Waypoint Upper Level. S13: Balcony This 10-foot-high
built by githyanki and modrons. For nearly one hundred years, the githyanki used the outpost as a creche—a secure and isolated location to raise and train their young. A planar gateway deep within
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in the middle of a dark ceremony to raise the risk and the stakes. None of the cult members are dangerous to a party of the characters’ level (see area T5 for statistics). But the presence of a
hundred chanting, swaying, convulsing zealots can add a large dose of eerie atmosphere to the characters’ investigations. Map 8.3: Temple of Tharizdun View Player Version T1. Milden Span A tangled wall of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. This version of Phandalin is set five years or so after that adventure, making use of many of the original Phandalin locations and NPCs even as it adds new places and new characters to the mix. If
you have your own version of Phandalin in your campaign, make any adjustments necessary to this episode for continuity.
Brawn McGable Brawn (N male human bandit) is a middle-aged former member of the