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Returning 35 results for 'spine feet'.
Other Suggestions:
space feet
stone feet
spend feet
spider feet
since feet
Monsters
Icewind Dale: Rime of the Frostmaiden
Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6);{"diceNotation":"1d6","rollType":"damage
, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Ram","rollDamageType":"bludgeoning"} bludgeoning damage.Mountain goats are found throughout the Spine
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. The goliath counts as one size larger when determining its carrying capacity and
damage taken by 9 (1d12 + 3);{"diceNotation":"1d12+3","rollType":"roll","rollAction":"Stone"}.Goliaths inhabit the Spine of the World, where their mettle is tested against orc;orcs, ogre;ogres, frost
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. Aruk is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. Aruk counts as one size larger when determining his carrying capacity and the weight he can
);{"diceNotation":"1d12+3","rollType":"roll","rollAction":"Stone"}.Goliaths inhabit the Spine of the World, where their mettle is tested against orc;orcs, ogre;ogres, frost giant;frost giants, remorhaz;remorhazes
Magic Items
Fizban's Treasury of Dragons
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has
radiant damage the sword dealt.
While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Monsters
Icewind Dale: Rime of the Frostmaiden
concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature
the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.
Dark
Monsters
Icewind Dale: Rime of the Frostmaiden
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on
Monsters
Divine Contention
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
magic-items
This suit of padded armor is constructed from the bones of the dead and outfitted over black woven fabric. The armor has two skulls as pauldrons upon the shoulders, a reinforced spine, and a rib cage
.
While attuned to this padded armor, you are proficient with this armor even if you lack proficiency with light armor.
While you are within 30 feet of an Undead creature under your control, you gain
magic-items
This suit of leather armor is constructed from the bones of the dead and outfitted over black woven fabric. The armor has two skulls as pauldrons upon the shoulders, a reinforced spine, and a rib
.
While attuned to this leather armor, you are proficient with this armor even if you lack proficiency with light armor.
While you are within 30 feet of an Undead creature under your control, you gain
magic-items
This suit of armor is constructed from the bones of the dead and outfitted over black woven fabric. The armor has two skulls as pauldrons upon the shoulders, a reinforced spine, and a rib cage that
attuned to this armor, you are proficient with this armor even if you lack proficiency with light armor.
While you are within 30 feet of an Undead creature under your control, you gain Resistance to
magic-items
This suit of studded leather armor is constructed from the bones of the dead and outfitted over black woven fabric. The armor has two skulls as pauldrons upon the shoulders, a reinforced spine, and a
animus.
While attuned to this studded leather armor, you are proficient with this armor even if you lack proficiency with light armor.
While you are within 30 feet of an Undead creature under your
magic-items
made from the bones of undead creatures washed in acidic monster bile.
While attuned to this magic crest you increase the Emanation of your Aura of Protection by 10 feet.
Crafting. Creating a Crest of
the Sacred Flame requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Bones] Spine or Ribs
[Dust] Fiend Dust
[Fluid] Acidic Bile
[Fluid] Elemental Fluid
magic-items
the Thrown property with a normal range of 30 feet and a long range of 90 feet. When you hit with an attack using this weapon, choose Acid, Cold, Fire, Lightning, Poison, or Thunder. The hammer deals
choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll if the attack hits. After making this attack, the hammer flies back to your hand.
Crafting
magic-items
after the attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while
:
[Animus] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
magic-items
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6);{"diceNotation":"2d6+6
magic-items
Thrown property with a normal range of 30 feet and a long range of 90 feet. When you hit with an attack using this weapon, choose Acid, Cold, Fire, Lightning, Poison, or Thunder. The hammer deals 2d8
within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll if the attack hits. After making this attack, the hammer flies back to your hand.
Crafting. Creating
magic-items
warhammer has the Thrown property with a normal range of 30 feet and a long range of 90 feet. When you hit with an attack using this weapon, choose Acid, Cold, Fire, Lightning, Poison, or Thunder. The
target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll if the attack hits. After making this attack, the hammer flies back to your
magic-items
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
magic-items
you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this weapon
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
magic-items
attack you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this
] Aberration Animus
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8);{"diceNotation
magic-items
you can teleport to an unoccupied space within 120 feet you can see.
Additionally, once per turn when you teleport to an unoccupied space within 5 feet of another creature while wielding this weapon
[Bones] Skull, Spine, or Ribs from an Aberration.
[Fluid] Contaminated Ichor from a Far Dweller
[Hide] Skin from an Aberration
Tentacles from aWarp Marauder[/monsters]
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. The Icewolf’s Spine This jagged ridge of ice divides the cavern into sections. Climbing up to at least the 8-foot level and moving along the ridge is the only safe way to get from area 15 or area
16 into area 19 or area 20 without encountering the traps in areas 18a and 18b. Unlike other ledges in the cavern, the horizontal surfaces of the Icewolf’s Spine aren’t level. The denizens of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. The Icewolf’s Spine This jagged ridge of ice divides the cavern into sections. Climbing up to at least the 8-foot level and moving along the ridge is the only safe way to get from area 15 or area
16 into area 19 or area 20 without encountering the traps in areas 18a and 18b. Unlike other ledges in the cavern, the horizontal surfaces of the Icewolf’s Spine aren’t level. The denizens of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The book is square, eighteen inches along each edge of the cover. A silver music box set into the book’s spine is heavily dented at one end. The book has no pages in the typical sense, but it opens to
built into the book’s spine plays a metallic tune that implants a rhyme in the minds of those who hear it (see the accompanying handout). The mechanized scenes feature cutout figurines of members of a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The book is square, eighteen inches along each edge of the cover. A silver music box set into the book’s spine is heavily dented at one end. The book has no pages in the typical sense, but it opens to
built into the book’s spine plays a metallic tune that implants a rhyme in the minds of those who hear it (see the accompanying handout). The mechanized scenes feature cutout figurines of members of a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Fortress To get to Xardorok’s fortress, the characters need to negotiate the Spine of the World. Use the rules in the “Mountain Travel” section to simulate the perils of getting
around in the peaks. Beyond the snowy foothills, low-lying clouds obscure the icy peaks of the gargantuan mountains that form the Spine of the World. Eventually, you get above the clouds and behold a sheer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Fortress To get to Xardorok’s fortress, the characters need to negotiate the Spine of the World. Use the rules in the “Mountain Travel” section to simulate the perils of getting
around in the peaks. Beyond the snowy foothills, low-lying clouds obscure the icy peaks of the gargantuan mountains that form the Spine of the World. Eventually, you get above the clouds and behold a sheer
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Crystal Blade Weapon (Any Sword), Rare (Requires Attunement) This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the
dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Crystal Blade Weapon (Any Sword), Rare (Requires Attunement) This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the
dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
claims to have climbed the tallest peak in the Spine of the World and plucked coins from the hoard of a white dragon sleeping less than 10 feet away. Each night, while sitting by the campfire, he carves
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, effectively under no one’s control.
Home. The castle returns to its place of origin, in the Spine of the World (a cold mountain range to the north).
North, South, East, and West. The castle moves in the
.
Rise. The castle ascends at a rate of 10 feet per round.
Sink. The castle descends at a rate of 10 feet per round. If it comes into contact with the ground, it lands.
Spin. The castle rotates
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Disengage or Hide actions as a bonus action on each of its turns.
Actions
Multiattack. The triton makes two urchin-spine shortsword attacks.
Urchin-Spine Shortsword. Melee Weapon Attack: +5 to
regaining hit points, and is paralyzed while poisoned in this way.
Poisoned Spine. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
claims to have climbed the tallest peak in the Spine of the World and plucked coins from the hoard of a white dragon sleeping less than 10 feet away. Each night, while sitting by the campfire, he carves