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Returning 35 results for 'some of roll draped verdan'.
Monsters
Quests from the Infinite Staircase
memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the memory web move or act, that creature must succeed on a DC
webs lie in ambush draped over plant life, wrapped around corpses, or stuck to ossuaries in dark catacombs.
Memory webs feed on memories and require daily sustenance. When a memory web’s prey
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll, one creature within 10 feet of her that is charmed by her is hit by the attack instead.Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can
-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a mockery of mortal life and its many
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants
":"roll"} days.
Madness of Zuggtmoy
If a creature goes mad in Zuggtmoy’s lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I will not risk injury at the hands of weaker creatures—especially while I can turn
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
walls are hung with black mesh resembling a spider’s web, extending from a central spot on the ceiling out to the walls, then draped down like curtains. Thick, woven mats cover the floor, while a low
platform is covered with cushions and pillows to make a broad, divan-like bed. One side of the chamber contains a small table and two chairs, while the other holds a small shrine to Lolth, draped in white
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Memory Web A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory webs lie in ambush draped over plant life, wrapped
grappled by the web takes the other half.
False Appearance. If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
prestidigitation cantrip. Have the players roll initiative, and run this as a combat encounter with the “vampire” acting on initiative count 5. On its turn, the mannequin flies over the characters, 10 feet
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
this genre are often tragic figures, whether they’re cultists enduring forced metamorphosis or scientists trying to extend their lives. Choose from or roll on the Body Horror Villains table to inspire
physiological aberrance. Choose from or roll on the Body Horror Torments table to determine what abhorrent affliction plagues the villain. Body Horror Torments 1d10 The Villain … 1 Possesses a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
waking from a dream. Roll on the Emergence from a Haunted Zone table below to determine where the characters appear when they leave a haunted zone, or choose one of the locations listed. Emergence from a
(area D18), draped in sheets. 3 The characters kneel at the side of the cultists’ well (area D25), desperately parched. 4 The characters are slumped over the furniture in the storage room (area D18
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures
draped over one corner of a tall black crystal chair, is a fist-sized, gleaming black gemstone — the control gem for the death slaad on level 8 (a legend lore spell or similar magic confirms as much
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
futures and who strike a proper bargain with her (as described in “Bargaining with Endelyn” earlier in the chapter). If the characters ask her to conduct auguries for them, read: Draped in black robes
, Endelyn performs a macabre puppet show that reveals how each character is fated to depart the multiverse. Have each player roll a d8 and consult the Unhappy Endings table to find out how Endelyn
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
draped in moth-eaten rags. B4: Old Armory Cobwebbed weapon racks and rusty suits of armor lie scattered about this armory. None of the items is salvageable. B5: Flooded Room Water trickles into this
creature that comes within 5 feet of it. It fights to the death. Sam Keiser Treasure. The real treasure chest contains 150 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the rough likeness of a wolf-headed woman draped in garlands of vines and night flowers. Piled around the statue’s base is an incredible amount of treasure. A woman in shredded clothes kneels before the
the Pack” in the “Special Events” section below). Each of the eight children imprisoned here has AC 10, 1 hit point, and no effective attacks. To determine a child’s age in years, roll 1d6 + 6. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
draped with scrolls and scarves and set with glittering glass. You could use part of the underground portion of the copper dragon’s lair (map 5.6) to represent such a lair, with the scale reduced to 2
initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn’t have total cover against
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sp, and 350 gp. The net draped over the otyugh is woven with worthless shells and bones. Tied to the net are two trinkets (roll twice on the Trinkets table in chapter 5 of the Player’s Handbook), a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following tables offer glimpses of specific spirits haunting the house. To generate a random ambient haunt, roll on the Spirits of the House table to determine what spirit manifests, then the Spectral
time they’re resting, the character who experiences the nightmare vanishes. Plausibly they could have wandered off in their sleep, but in truth they’re teleported elsewhere by the house. Roll on the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rings piercing crest or wing edges
11 Draped in some semblance of clothing, from a stole to a full robe
12 Unusual coloration (for example, a red dragon with an orange, brown, or purple cast
dragon names. You can combine these elements to form a dragon name. For each element, roll a d20, then choose one of the four possible results from the table, or roll a d4 to determine which column to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
furniture. Faint footprints lead to the cloakroom (area D2b). Encounter. Roll on the Death House Encounters table the first time a character enters this room. D3: Den of Wolves This oak-paneled room
to the higher shelves.
The bookshelves hold hundreds of tomes on topics such as history, warfare, and alchemy. Encounter. Roll on the Death House Encounters table the first time a character enters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dust-covered objects resting on it. Leaning against the table is a wooden staff with silvered tips, draped in cobwebs.
Treasure. Characters who clear away the dust can see the objects on the table
charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff turns into black rose petals and is lost forever. 6g. Secret Room This room is hidden behind a locked secret door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
skulls and pelts of various mountain-dwelling creatures. Seated by the fire is a wizened goliath with long white hair. A yeti fur cloak is draped over her stooped shoulders, and a tiger-sized feline
runestone for at least 1 hour gains a runestone die, a d6. Once within the next 24 hours, it can roll the die and add the number rolled to one Wisdom check or Charisma check it makes. It can wait
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
For each hour the party spends on this level, roll a d6. On a roll of 1, the characters encounter 1d4 + 1 cultists led by a cult fanatic looking for sacrifices. Each cult member wears a gold mask of
Zargon worth 50 gp. Expanded Ziggurat Locations The following locations are keyed to map 2.4. Mike Schley Map 2.4: Expanded Ziggurat View Player Version B64: Mouth of Zargon Two holes draped in sagging
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 28 (120,000 XP)
Deadly Critical. Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times
made with advantage and gains a +4 bonus to the damage roll.
Sul Khatesh Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
here. Iron braziers in alcoves dimly illuminate the hall. Pillars and basalt partition-walls support the 50-foot-high, vaulted ceiling, from which hang heavy iron chandeliers, their candles draped in
gold plates draped over its broad shoulders. The duchess’s wardrobe contains a gown made of gold ingots and rings (worth 7,500 gp and weighing 750 pounds). The items atop the basalt table include a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
here is 23 feet high and draped with cobwebs, and the stone-tiled floor is covered with a thick layer of mud, creepers, and blown-in leaves, so attempts to spot this pit trap are made with disadvantage
the check with disadvantage. 6B. Blade Trap The ceiling here is 23 feet high and draped with cobwebs. Each individual that passes through this section of the corridor has a 50 percent chance of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
giant crabs dwell in this cavern. Three are in plain sight on the rocky ledge to the northwest. Two crabs cling underwater to each span of net. Characters observing the water must roll a successful DC 14
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
fireworks—stiff paper tubes filled with a gray powder. The fireworks have been neglected for centuries. Roll a d6 for each of the six crates. On a 6, the crate’s contents are intact. Otherwise, the
ghost. Each figure wears a blue tunic draped with chain mail, along with a brass mask depicting the same long-haired, bearded man with a stern gaze.
Five guardians of Gorm (see appendix B) recently
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Shalendra deals 10 damage to the vrock every round. The demon focuses on one target each round (roll randomly). If the characters join the battle, the vrock attacks them. Glyph Key. Issem has a glyph key
sarcophagus. This chamber has walls draped in black silk. Gleaming prisms float in midair, spinning slowly. At the center of the area, a great sarcophagus with its lid pushed ajar stands atop a stone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
abandoned bedroom and its wooden bed, table, and chair. On the table lie an unlit lantern and a wooden holy symbol of two intertwined snakes. A faintly luminous white robe is draped over the chair
player rolls three d6s. A player who rolls three of a kind wins. If no player rolls three of a kind, each player must either add another 5 gp to the pot or forfeit. The remaining players roll one or
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Otherwise, this area is empty. L10: Artificer Quarters Absolute silence fills this tranquil sleeping area. The walls are lined with wooden bunk beds draped in green and purple quilts. Motes of dust
from the pool. Drinking from it exposes a creature to graymatter fluid (see the “Graymatter Fluid” section earlier in this chapter). When a nonmagical item is dipped into the pool, roll on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
end to end with living frogs. At each end of the balcony, attached to one corner of the cottage just beyond easy reach, is a clothesline draped with patchwork garments. The two lines stretch out over
light reveals the shapes of several pedestals. On each one rests an object with a patchwork cloth draped over it. Wilting ferns in crumbling clay pots give the room its earthy smell. The floor is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stones (250 gp each). He also carries the key to area B28. B26: Lounge The walls of this chamber are draped with silk, and its floor is festooned with cushions. A fountain in the room’s center burbles
following preset ones: Circle of Death. While attuned to the book, you can cast circle of death (save DC 20) from it as an action. After you cast the spell, roll a d6. On a roll of 1–5, you can’t use this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throw or take 3 (1d6) bludgeoning damage from falling debris. Workers. Roll 1d6 + 3 to determine how many workers (commoners) are here when the characters arrive. One of the workers acts as an overseer
grants a +1 bonus to spell attack rolls. However, if its wielder rolls a 1 on a spell attack roll while using it as a focus, the chunk shatters and the creature takes 10 (3d6) thunder damage. Giant’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
must make a DC 20 Dexterity saving throw, taking 33 (6d10) cold damage on a failed save or half as much damage on a successful one. T7: Skeleton Closet A moldering skeleton draped in cobwebs sits in
. Each time the trap triggers, have the characters roll initiative. The ceiling drops to its lowest point on initiative count 20 of each round, losing initiative ties, until the trap resets. Any creature