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Returning 30 results for 'spring of race disable verdan'.
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Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
New Race: Verdan The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing
goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
Species
Mordenkainen Presents: Monsters of the Multiverse
and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations
. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn. Without a cultural identity or memory of their own, the verdan
Species
Mordenkainen Presents: Monsters of the Multiverse
Season
1
Autumn: peace and goodwill, when summer’s harvest is shared with all
2
Winter: contemplation and dolor, when the vibrant energy of the world slumbers
3
Spring
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
trunk during orientation, seen belched out by the frogs before the Firejolt Café race, or spotted on the cauldrons in Bow’s End Tavern. If she hasn’t already entered the scene, Professor Totsky arrives
on temporary—and dangerous—magical properties. Professor Totsky gives the characters a flask of holy water and explains that pouring it into the underwater spring whose waters are used to create
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pit open. A character in the pit can try to disable the spring mechanism from the inside with a successful DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see it.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
raw materials around them and thereby unlock the beauty that hides within. Moradin is also worshiped as the All-Father, in acknowledgment of his role as the progenitor of the dwarven race. In this
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from
this race. Speed. Your walking speed is 30 feet. Hare-Trigger. You can add your proficiency bonus to your initiative rolls. Leporine Senses. You have proficiency in the Perception skill. Lucky Footwork
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and snaps closed after the creature falls through. A successful DC 20 Strength check is necessary to pry the lid open. A character in the pit can also attempt to disable the spring mechanism from the
weighing 50 pounds or more steps on a pit’s cover, it swings open like a trapdoor, causing the creature to spill into the pit below and take 2d6 bludgeoning damage from the fall. The lid is spring-loaded
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can
that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Charisma modifier (choose when you select this race): Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom
within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
score for that ability increases by 2, as does the character’s maximum for that score. Physical Transformation. A character bargaining with the hags can choose to change their race, sex, or appearance
one year older than the standard for adulthood (as noted in the traits for the character’s race). All such benefits last no longer than a year, and they end immediately if the painting of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pitons into the edge of the pit’s lid prevents it from opening. A character in the pit can disable the spring mechanism from the inside with a successful DC 15 Dexterity check using thieves’ tools, as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Oath of the Ancients The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this
vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
can normally produce, it can create up to half a gallon of effervescent spring water. However, it can’t produce beer, mayonnaise, or wine. If the characters question Semuanya, the lizardfolk deity
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
simple. Their effects include poisoned needles that spring out when a lock is tampered with, blasts of fire that fill a room, poison gas, and other lethal measures. Saving throws — usually Dexterity
purpose. A Dexterity check using thieves’ tools can apply to any trap that has a mechanical element. Thieves’ tools can be used to disable a trip wire or a pressure plate, disassemble a poison needle
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this tome, the elves set down thoughts regarding the power of innocence. They recounted how they had long observed the halfling race, watching as the chaos of the world swept around them and left
cloverleaf for Sheela Peryroyl. A large silvery squirrel could be Yondalla in disguise. Be on your best behavior and offer a treat when you see her! A spring is a sacred place full of good luck. Take a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
location, and those that spend any significant time near the Glowing Chasm mutate further, becoming more twisted and misshapen than before. Crimson Water. Before the Mourning, a spring in the eastern
spring is marked by the Crimson Water, a stagnant lake of blood-colored liquid. The shores of the Crimson Water are littered with the remains of animals and travelers that have strayed into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Celebrations At many times of year, hardly a tenday can pass in Waterdeep without the staging of some rite, race, or rousing ceremony of civic pride. Here I briefly summarize the most widely
stole some of the collection years ago and tried to leave the city under false pretenses, only to see a squall spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
attempt a DC 15 Strength (Athletics), Dexterity (Sleight of Hand), or Intelligence (Arcana) check to disable that wall. On a failed check, the character takes 5 (1d10) lightning damage. Both walls must
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
thieves’ tools, a character can disable the trap by using shims to jam the top closed. If the check fails, the character thinks the trap was deactivated even though it wasn’t. If the trap is triggered
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
) check, a character can spot alterations to the lock and hinges that are part of the trap mechanism. A successful DC 20 Dexterity check by someone using thieves’ tools can be used to disable the hinge
successful DC 20 Dexterity check can be used to disable the valves. Chest 5 is locked. It contains nothing. Chest 6 is locked and trapped. It contains a cloak of elvenkind and a pair of boots of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(Investigation) check. On a successful check, the character notices a spring-loaded compartment beneath the box’s lid. A character can use thieves’ tools to try to dismantle this compartment and disable
of dark wooden doors.
Arrow Trap. Spring-loaded arrows are hidden in the pockmarked walls. A creature that enters the trapped area marked on map 7.3 for the first time on a turn or ends its turn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
thieves’ tools, or the door can be forced by someone who makes a successful DC 15 Strength (Athletics) check. The three creatures are wights that spring to attack anyone who enters the cell. The rings
) check, a character spots alterations to the hinges that are part of the trap mechanism. Thieves’ tools can be used to disable the trap, along with a successful DC 20 Dexterity check. The chest holds bags
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
passes through the tunnel mouth has a 50 percent chance to trip it and trigger two mechanisms. The first mechanism is a spring-loaded wooden contraption resembling a claw that swings out from the wall of
race out and prepare to yank this rope, timing it so the boulder smashes down on the cart. They make an attack roll (+4 to hit) against the cart’s AC, which depends on its speed. Rolling at top speed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
away, whereupon the inscription fades. On later visits to this crypt, the door is unmarked and the crypt is empty. Crypt 24 Ivan Ivliskovich, Champion of Winter Dog Racing: The race may go to the swift
is actually the cover of a 30-foot-deep spiked pit. The cover opens if 100 pounds of weight or more are placed on it. It splits down the middle, east to west, and its doors are spring-loaded. After a