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Returning 35 results for 'surviving of rules down visible'.
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striving of rules down visible
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
Hexblood
Legacy
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Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
Baphomet
Legacy
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.
If a humanoid spends at least 1 hour within 1 mile
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Spirits’ Plea When the wraith is defeated, any surviving haints remain, lingering in the center of the common room. If both haints were destroyed, their voices emerge from silhouettes drifting in the
puddles of water remain, each forming a distinctive sigil. They’re clearly visible for a minute before drying.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kruthik Hive Lord A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H1. Narrow Trail This narrow trail clings to the mountainside as it twists around and up to the gatehouse. Tracks from horses coming and going along the trail are clearly visible. Characters must
-long stretch of it is buried under rubble that is difficult terrain (see the Basic Rules). Reaching the Gatehouse.The trail ends at the outer door of the gatehouse. This door can be barred shut from
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Kalaman’s colors are visible on these soldiers’ armor, despite the dents and stains of battle. It’s easy to pick out Darrett among these riders in his distinctive Solamnic armor. Another figure sits behind
encourages the characters to ride ahead to Kalaman to inform Governor Miat of what happened while the surviving troops rendezvous with Marshal Vendri on the way to Kalaman.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Sparkrender’s Kobold Allies The kobolds who joined forces with Sparkrender are lawful evil and cruel. Their initial reaction toward outsiders is hostile (see “Social Interaction” in the Basic Rules
around inside the tower (area D6) since then. Caved-In Wall. Though the kobolds have been trying to tidy the ruins, Sparkrender specifically told them not to clean up the newly caved-in wall at the base of the observatory tower (area D6). The caved-in wall is visible from area D3.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
from the hanging guard tower across the rope bridge, visible through the locked gate. The cell has some sort of antimagic effect on it (see area 11 for details). Jorlan the drow warrior suffered
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Noteworthy Features Those familiar with Hazlan know the following facts: The wizard Hazlik rules Hazlan. His apprentices have free rein to exploit the land and its people to further their magical
visible effects of magical disasters disfigure the domain, from rivers poisoned by alchemical runoff to craters caused by magical explosions. Creatures warped by magical experiments infest the domain
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
behind him and pulls him through. Visible within the rift is a smoky, red-tinged skyline full of mountains. Kas’s Secret. As Kas is pulled back to Tovag, the characters’ links to Vecna flare. The
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
above the stone floor. All the visible items are trapped within the body of a gelatinous cube named Glabbagool — or at least, that’s what it has chosen to call itself. Unlike most gelatinous cubes
, this monster has an Intelligence of 10 (+0) and telepathy out to a range of 60 feet (see the Monster Manual introduction for telepathy rules). Juiblex’s arrival in the Underdark has granted Glabbagool
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents — penned by Ahghairon himself — and the rules of Guild Law are respected by wise city folk. Guilds
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stalagmites have been sawed off, and a lintel stone rests atop them. Chiseled into the lintel stone are the words “DON THE CRYSTAL CROWN” in Dwarvish. The rules of this gate are as follows: The gate
gate might open just long enough to expel 1d4 + 2 trolls and an equal number of chickens. The trolls immediately chase the chickens — or any other visible food source.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall at the south end of the cave. The arch is not visible from the cave entrance because of the webs concealing it.)
The driders while away the days carving zurkhwood figurines and writing poems on
mountain with a full moon symbol above it. Close inspection of the moon reveals a half-inch-diameter hole in the middle of it. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water. It’s not visible from above the water, but can be found with a successful DC 15 Wisdom
area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don’t hear them (see “Surprise” in the Basic Rules). If the ruffians fight in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
; now roll damage,” “11 points,” and “OK, now we’re to Initiative count 13.” Instead, use the rules and your knowledge of the scene to help your narration. If 18 is barely a hit, but the 11 points of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, flumphs, and stirges (see “Arch Gate” below).
Guard. An invisible nycaloth stands against the south wall, protecting the arch gate. The nycaloth becomes visible when it attacks or casts a spell.
The
. Arch Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
turn is starting, consider also mentioning who’s next, prompting that character’s player to think ahead. Open List You can track Initiative on a list that is visible to the players using any of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
brilliant artificer might have designed arcane weapons that violated the rules of engagement. A Karrnathi bone knight (see chapter 6) could have overseen a camp where prisoners of war were used as
right after surviving the war. The villain might have experienced some of the same things in the war that the characters did, making it easy for the characters to understand the villain’s point of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each of these brave jockeys rides a different flying creature—except for the gargoyle Carralag, who relies on his own wings!
Speed is important, but merely surviving the race can be a challenge. The
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
identical gate located there. Puzzle Piece. On the ledge near the arch, not visible from the cavern floor, a 25-pound chunk of smooth stone is carved in the shape of a jigsaw puzzle piece and painted
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
uncharacteristically violent villagers, hoping the three will come to their senses. The Fourth Infection Once the fight ends, the townspeople restrain any surviving members of the trio so they can’t do more
-Fortune can sense an exceptionally powerful mind far beneath the town. Its presence scares Wheel-of-Fortune more than anything the tiefling has ever known. Visible Power. Wheel-of-Fortune perceives
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mourning, and the balm of sympathy and healing. Given time, it can erode all in its path. A warm sun arcs across the sky of the Plane of Water, seeming to rise and set from within the water at the visible
seem to stretch forever into the depths. The storms that move across the sea sometimes create temporary portals to the Material Plane and draw ships into the Plane of Water. Surviving vessels from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
In the middle of the hallway, crushed beneath a 4-foot-square block of stone that has fallen from the ceiling, is a goblin. Only its gangly legs are visible. (The goblin stepped on a pressure plate
completes a quest (see “Throne of the Coronal”). As one of the oldest surviving relics of Illefarn, the throne is priceless. It has two minor magical properties: A creature sitting in the throne can’t tell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the last surviving gnolls tear one another apart for the right to feast upon the dead. Yeenoghu rules a layer of ravines and badlands known as the Death Dells. Here, creatures must hunt to survive
days at least. Layers 45–47: Azzagrat The demon lord Graz’zt embodies manipulation and cruelty, tempting mortals with the promise of appalling delights and decadent luxuries. He rules over the realm of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
vessel can sail all day, assuming its sailors work in shifts. Navigation Seagoing vessels stay close to shore when they can, because navigation is easier when landmarks are visible. As long as a ship
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
lower-level one will do? Similarly, the fourth edition design could lead to a kobold minion illogically surviving a fireball spell while a “stronger” standard kobold next to them dies, despite both
creatures succeeding on their saving throw. By contrast, under this book’s minion rules, spellcasters still have a good reason to use high-level spells against minions.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
a bristly cube of interlocking spears. Each spear barricade has these rules.
Difficult Terrain. The barricade is Difficult Terrain. A creature that moves through the barricade takes 1d6 Piercing
hobgoblin warrior, sword in hand, stands before it.
The surviving hobgoblins lodge in this once-full barrack. A lone Hobgoblin Warrior fiercely defends what few valuables remain. He starts combat
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Boo’s Astral Menagerie for the astral elf and plasmoid stat blocks). The Dark Star Ship-to-Ship Battle See chapter 2 of the Astral Adventurer’s Guide for rules on ship-to-ship engagements. Captain
Star is a fine treasure; however, surviving plasmoid crew members recommend abandoning it, knowing that the astral elves will rain vengeance upon anyone in control of one of their ships. Its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley to discover the cult broken. The cloud giant believes the air cultists were defeated because they were weak, so he imposes a brutal regime of self-denial and atonement on surviving
guard.
Five Crushing Wave reavers and a Howling Hatred priest wearing a balloon pack watch the outer camp. (See chapter 7 for the cultists’ statistics and rules for the balloon pack.) The figures