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Returning 35 results for 'some of regards dagger view'.
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Monsters
Curse of Strahd
","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType
descendants. Unfortunately, in his view, these modern Vistani are neither as noble nor as enlightened as their forebears. Not one to press the issue, Kasimir hopes to outlive the present leadership and see
classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
to fuel their determination and discipline.
Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely
classes
Player’s Handbook
Armor, Sickle, 2 Dagger;Daggers, orb;Arcane Focus (orb), Book (occult lore), Scholar's Pack, and 15 GP; or (B) 100 GP
Warlocks quest for knowledge that lies hidden in the fabric of the
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Maze The hedge maze surrounding the central tower is an astounding work of magical construction. In certain regards, it’s even more impressive than the tower because of the powerful ways it
quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Maze The hedge maze surrounding the central tower is an astounding work of magical construction. In certain regards, it’s even more impressive than the tower because of the powerful ways it
are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Illig regards Gullop XIX as a witless buffoon unworthy of the crown and plans to declare himself the rightful king. He proudly shows off a drawing on the mud floor that depicts a crude image of Gullop XIX
with a dagger in his eye. Illig’s plot is straightforward: he intends to approach Gullop XIX while the king sits on his throne, pretend to trip into him, and “accidentally” stick him in the eye with
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target
(including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage.
Map 1: Umberlee’s Maw View Player Version
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.
Lamias are particularly fond of seeking out adventurers
flesh with claw and dagger before springing away to safety.
Lamia
Large monstrosity, chaotic evil
Armor Class 13 (natural armor)
Hit Points 97 (13d10 + 26)
Speed 30 ft.
STR
16
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a duergar with 40 hit points. She has also attuned to a magic dagger that gives her blindsight out to a range of 30 feet (see “Treasure” below). When Skella and her duergar subordinates climbed to the
from area 11c). Fastened to her belt in plain view is a small gold figurine of a female elf holding up a symbol of the sun (25 gp). This figurine is the key to opening the arch gate in area 27
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
except that Zumzn tended these gardens. Zumzn’s only goal is to protect the gardens. As long as it regards the adventurers as intruders and thus a potential threat, it is Hostile to them. But if
Map: The Garden of Everflowing Springs View Player Version A palatial apartment crowns the gardens. Wide arches leave it open to the air, and tattered silks of many colors swoop from the vaulted ceiling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marshal View Player Version M1. Harpy Rock Eight harpies lurk in their bone-covered nests on this rock, gnawing on humanoid remains. When the harpies notice humanoids nearby, they use Luring Song to
the cult honored Vecna by using a cursed ceremonial dagger to twist the souls of St. Cuthbert’s faithful killed on the Marshal into warriors of the Maimed God meant to assault Saltmarsh. The dagger
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
diverse, with branches in several districts of Ravnica. The fear and awe inspired by Borborygmos unifies its diverse membership. The Ravnican populace regards the symbol of the Burning Tree clan as the
Scab clan display scars and body modifications, which they view as expressions of the powerful rage they harbor within themselves. The clan has grown in influence by engulfing or destroying several
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
to plan his next move. Savannah Houston-McIntyre Map: Anton’s Townhouse View Player Version Townhouse Features The townhouse has the following features: Nextdoor Neighbor. Anton’s townhouse looms
spell. A rune on the lock matches the one on Anton’s dagger, and the Arcane Lock effect is dispelled if the dagger is within 5 feet of the door. With the magical lock disabled, as a Utilize action, a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
3 (700 XP)
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.
Actions
Multiattack. Amrik makes three dagger attacks.
Dagger
flying dagger is a Tiny construct with 7 (3d4) hit points and a challenge rating of 1/8 (25 XP). Each flying dagger deals 3 (1d4 + 1) piercing damage on a hit. Treasure. The chest contains a nice pair of
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
option. I Know Someone Hints
The dagger: “There’s a smithy not too far from here who does enchantments and rune work like the rune on the pommel. Rory Halfhand, Select Metalworks.”
The seal: “The
. Bilge attempts to grapple characters while Bill grabs Anton’s dagger and makes a run for it, triggering the Chase as detailed below. He knows the Locksmith enchanted the dagger, which could lead to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, 270 SP, and 1,800 CP Five wheels of stinky cheese Dire wolf’s skull Sack 2 Rusty Dagger (which the giants use as a toothpick) 180 SP and 2,200 CP Unopened cask of honey mead (worth 50 GP) Beehive with
tunnels N1 and N2 lie within the giants’ line of sight; reaching either tunnel without being noticed requires a successful DC 13 Dexterity (Stealth) check. Rocky outcroppings hide the entrances to tunnels N3 and N4 from the giants’ view.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Locations The following locations are keyed to map 8.2. Map 8.2: DM’s Map View Player Version T1: Lobby This beautifully decorated lobby has stone floors polished to a mirror finish. To the
table and chairs allow for dining while enjoying a lovely view of the city. The view is unimpeded by a low railing. To the east, a rope ladder hangs from the balcony to the ground fifteen feet below. A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
faculty throughout. Map 3.4: captain dapplewing’s manor View Player Version C1. Veranda A mahogany roof covers this porch, which is bounded by a low rail and outfitted with fine wicker furniture
silvered end that can be easily removed and used as a silvered dagger. C5. Portrait Salon This salon features a comfortable sitting area and rows of portraits hung on the walls.
A character who
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
religion of the dwarves is at the root of the societal roles that dwarves follow. Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers
Morndinsamman) Deity Alignment Province Suggested Domains Common Symbol
Abbathor NE Greed Trickery Jeweled dagger, point down
Berronar Truesilver LG Hearth, home, truth Life
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
finally comes into view, rising atop a rough and dangerous-looking promontory of rock that thrusts up from the beach behind it and juts into the Sea of Swords. If the lighthouse is supposed to act as a
the characters thereafter. As the battle continues, you can decide how the rest of the combat goes with regards to additional help. If the characters are winning handily, a few loyalists might escape
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dran & Courtier.
Map 6.1: The Dran & Courtier View Player Version The Keymaster’s Plans One of the seemingly ordinary inhabitants of the inn is an agent of the Six. Known as the Keymaster, the
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Three banshees The following locations are keyed to map 5.3. Stacey Allan & William Doyle Map 5.3: Halls of the Upper Priesthood View Player Version P29: Waterway If the party enters this area from
Amun Sa ran out of food. Marc Moureau Diagram 5.2: Dome of Flight View Player Version P42: East Kitchen A dwarf skeleton with a cleaver lodged in its chest lies on a wooden table in this dusty, long
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(in chapter 9 of the Player’s Handbook) and underwater movement (in chapter 5 of the Dungeon Master’s Guide). Map 8.4: Landgrave’s Folly View Player Version The characters have three means of entry
already monstrous to behold, with oily, dark green flesh, 20-foot-long arms, and a ravenous mouth lined with hundreds of dagger-like teeth. Its enormous eyes are surrounded by an aura of red energy, the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
into view, descending gracefully from the upper part of the cloister. She’s an elderly human woman with weathered brown skin, white hair in tight braids, and kindly hazel eyes, dressed in a simple white
danger sense and is convinced he’s supernaturally lucky. His prized possession is an ordinary dagger he claims is magical. Frub has limitless energy and desperately needs help finding productive
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
herself. By the time leaves are turning color and evenings are getting colder, Night’s Edge already looms high overhead, dagger in hand. Legend has it that in her haste to steal from Euryale, the Rogue
. They pursue trades that reward shifting loyalties, such as con artists, courtiers, or politicians. Gem The Genie; Most Prominent in Midautumn Different cultures might view this constellation as a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Derro Lair Locations The following locations are keyed to map 3.3. Jason A. Engle Map 3.3: Derro Lair View Player Version D1: Guardroom The far wall of this room and much of the ceiling have
southeast pool connects this area to the inner cave (area D3). Treasure. The derro apprentice carries a decorative silver dagger with an ivory handle, worth 50 gp, along with a belt pouch containing 20
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Cave of Echoes Locations The following locations are keyed to map 4.1. Marc Moureau Map 4.1: Cave of Echoes View Player Version C1: Empty Cavern This vaulted cavern is forty feet across and twenty
’ tools, 50 gp, and 50 pp. Her shriveled hand clutches a +1 Dagger with the name “Madrigal” carved into its ivory handle in Elvish. C5: Stream Tunnel A narrow stream runs along the bottom of this winding
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
glass and three dagger-sized pieces of chardalyn (see "Chardalyn"). With a successful DC 16 Intelligence (Arcana) check, a character can determine that the chardalyn, despite its crystalline
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
port on the Dagger River below. The district is filled with warehouses, along with a handful of poor taverns. A small community of Sarlonans lives here. Lower Dura The Stores A warehouse district with
Landing Ocean View This residential district is home to some of the most influential citizens of Sharn. It has a mix of wealthy mansions and aristocratic estates. Upper Tavick’s Landing Silvergate This
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
temple. The knights are contemptuous of other elemental cultists, whom they view as depraved lunatics. Under lord commander Thurl Merosska, the Feathergale Knights see themselves as elite men and
the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on the map. View Player Version J1. Main Deck Three sailors (drow) and a mate (drow elite warrior) are on deck at all times. If the characters board the ship and ask to speak with the captain, the
dartboard mounted on one wall has a shiny dagger sticking into it. Attack Mannequins. As a bonus action, Jarlaxle can command the five magic mannequins to animate and attack a single target of his choice
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lair Locations The following locations are identified on map 3.1. Map 3.1: Lizardfolk Lair View Player Version 1. North Entrance Tracks leading through the marsh to the door can be followed with a
possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
darkvision out to a range of 60 feet, and he speaks Common, Draconic, and Dwarvish. Instead of a scimitar and a dagger, he wields a pair of +1 handaxes (+5 to hit with each). As an action, he can make
mark what used to be the village of Zelbross. The abandoned site has a lovely view of the Southwood across the river, so it’s easy to imagine why settlers chose this spot, but there’s no evidence of what
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag: Lower Level Map 8.2: Ironslag, Lower Level View Player Version 24. Elevator, Lower Level The 500-foot-tall elevator shaft that penetrates the fire giant stronghold ends here. Iron pillars
unoccupied. It contains a 10-foot-tall wooden table with an iron dagger stuck in its top. The dagger is as big as a human-sized greatsword and twice as heavy; in the hands of a Small or Medium creature, it’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
individual paths. Sunward Fortress Locations The following locations are keyed to map 5.3. Map 5.3: sunward fortress View Player Version D1: Entry Chamber A ramp of packed clay descends from the surface
mouths. These creatures use the kapak draconian stat block (see appendix B), but replace their Dagger attack with the following attack: Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit