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Returning 35 results for 'spill comes'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear invisible to darkvision. Part of the jermlaine's anger comes from
, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers.
Allied Rodents. The jermlaine can decipher the chitters and squeaks of rats, and in turn can
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entry Cavern The steps down from the southwest tower of Castle Naerytar spill out into this chamber. The chamber is brightly lit by one lantern hanging next to the entrance steps and another
hanging near the northwest opening to area 9. The chamber is empty. Only the sound of dripping water comes from the direction of areas 3 and area 9. Steps to the northwest descend 5 feet to area 9. Steps
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Entry Cavern The steps down from the southwest tower of Castle Naerytar spill out into this chamber. The chamber is brightly lit by one lantern hanging next to the entrance steps and another
hanging near the northwest opening to area 9. The chamber is empty. Only the sound of dripping water comes from the direction of areas 3 and area 9. Steps to the northwest descend 5 feet to area 9. Steps
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Entry Cavern The steps down from the southwest tower of Castle Naerytar spill out into this chamber. The chamber is brightly lit by one lantern hanging next to the entrance steps and another
hanging near the northwest opening to area 9. The chamber is empty. Only the sound of dripping water comes from the direction of areas 3 and 9. Steps to the northwest descend 5 feet to area 9. Steps to the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Entry Cavern The steps down from the southwest tower of Castle Naerytar spill out into this chamber. The chamber is brightly lit by one lantern hanging next to the entrance steps and another
hanging near the northwest opening to area 9. The chamber is empty. Only the sound of dripping water comes from the direction of areas 3 and 9. Steps to the northwest descend 5 feet to area 9. Steps to the
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
the mill, you see that the interior has collapsed into a great sinkhole. Large, overturned kettles spill boiling sugarcane juice across the broken floor, and the fires that once heated those kettles
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Burning Sugar As the Sarire sugar mill comes into view, the smell of cooking sugarcane rises on the breeze. Read or paraphrase the following text when the characters are about a quarter mile from the
the mill, you see that the interior has collapsed into a great sinkhole. Large, overturned kettles spill boiling sugarcane juice across the broken floor, and the fires that once heated those kettles
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
spill out into the room. Golden Liquid. Any nonmagical object immersed in the basin reacts with the fluid inside, which turns the object into gold for 1 hour. If any of the golden liquid is removed from the basin, it becomes colored water.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, the mirror, which is really an ochre jelly of unusual color, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the jelly is removed
spill out into the room. Golden Liquid. Any nonmagical object immersed in the basin reacts with the fluid inside, which turns the object into gold for 1 hour. If any of the golden liquid is removed from the basin, it becomes colored water.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. Part of the jermlaine’s anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the
the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers. Allied Rodents. The jermlaine can decipher the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. Part of the jermlaine’s anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the
the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers. Allied Rodents. The jermlaine can decipher the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, straight-sided glass jar filled with clear goo. If another creature comes within 5 feet of the jug, Vargas awakens, flies out of the jug covered in goo, and erupts in emerald flames. Vargas is confused and
surrounding stone. This 5-foot-wide, 10-foot-tall stone door pulls open to reveal an unlit room containing a pair of hostile black puddings. The puddings spill out and attack as soon as the secret door is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, straight-sided glass jar filled with clear goo. If another creature comes within 5 feet of the jug, Vargas awakens, flies out of the jug covered in goo, and erupts in emerald flames. Vargas is confused and
surrounding stone. This 5-foot-wide, 10-foot-tall stone door pulls open to reveal an unlit room containing a pair of hostile black puddings. The puddings spill out and attack as soon as the secret door is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(1 GP) As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first
(Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature. Ink (10 GP) Ink comes in a 1-ounce bottle, which
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand 1 lb. 10 GP Backpack (2 GP) A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag. Ball Bearings (1 GP) As a Utilize action, you can spill Ball Bearings from
on a success. Each failed check deals 1 Piercing damage to the trapped creature. Ink (10 GP) Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages. Ink Pen (2 CP) Using
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(1 GP) As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first
(Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature. Ink (10 GP) Ink comes in a 1-ounce bottle, which
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand 1 lb. 10 GP Backpack (2 GP) A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag. Ball Bearings (1 GP) As a Utilize action, you can spill Ball Bearings from
on a success. Each failed check deals 1 Piercing damage to the trapped creature. Ink (10 GP) Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages. Ink Pen (2 CP) Using
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered
successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as a spellcasting focus. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered
successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
watch the homes, the dusk elves are out searching for Arabelle.) N9c. Vistani Tent Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the
procure six barrels of wine and bring them to the camp. Luvash suggests they can get the wine in Vallaki, or go straight to the source—the Wizard of Wines winery. He isn’t picky when it comes to the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
watch the homes, the dusk elves are out searching for Arabelle.) N9c. Vistani Tent Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the
procure six barrels of wine and bring them to the camp. Luvash suggests they can get the wine in Vallaki, or go straight to the source—the Wizard of Wines winery. He isn’t picky when it comes to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
off other visitors. The corpse is infested with two swarms of rot grubs (see appendix C). Any creature that touches the body comes under attack by the swarms as they spill out of gaps in the armor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
off other visitors. The corpse is infested with two swarms of rot grubs (see appendix C). Any creature that touches the body comes under attack by the swarms as they spill out of gaps in the armor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sickly ethereal light. With a horrid slurping sound, writhing tentacles spill forth through the open doorway and lash toward you.
This self-contained dimension is fueled by the power of the Far Realm
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sickly ethereal light. With a horrid slurping sound, writhing tentacles spill forth through the open doorway and lash toward you.
This self-contained dimension is fueled by the power of the Far Realm
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
described in chapter 10. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the
Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
described in chapter 10. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the
Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
along the bottom of the mosaic reads: “Contemplate life. Death comes soon enough.”
Any character with proficiency in Religion recognizes this area as one in which priests dedicated to dealing with the
slung over his back crouches among the bodies, writhing in pain. His eyes are closed, and his hands clutch at a gold helm on his head as if trying in vain to claw it off. Unintelligible words spill from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rises from the hulk, and rivulets of water spill out from between the planks of the hull, raining down to the mud below.
The walkway around the crane is rickety but is more solid than it looks. The
real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rises from the hulk, and rivulets of water spill out from between the planks of the hull, raining down to the mud below.
The walkway around the crane is rickety but is more solid than it looks. The
real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
open with a successful DC 10 Strength check. However, if the check succeeds by 5 or more, the door breaks, causing the character attempting the check to spill into the room and fall prone. When the
loses its Gibbering feature. Third Success: The portal closes and the gibbering mouther dies. Development. If the portal isn’t closed after 1 minute, a second gibbering mouther comes through. It suffers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sulfur. The scent comes from four doorways spaced evenly around the room. Each doorway is filled with rusty-orange mist. Between the doorways are four levers set into the walls.
A skeleton lies in the
the maze, the minotaurs are Fiends instead of Monstrosities. They know nothing of Amun Sa and seek only to spill the blood of trespassers in the maze. The minotaurs are immune to the mists