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                        Returning 35 results for 'time of with walks'.
                    
                
                        
                            
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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     short time and observe them. If it takes a liking to a particular creature, a chwinga uses its cantrips to aid that creature, or bestows upon it a magical gift before departing. The features that
                                                
                                            
                                                
                                                     attract a chwinga to a particular creature vary. A chwinga might like the way a certain creature walks or the way it combs its hair, or be smitten by its ability to play music or to eat copious amounts of food.
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     one.
Squeakers. The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of 30 feet. The squeaking is silenced while the clownâs Phantasmal Form is in
                                                
                                            
                                                
                                                     inhabited the systemâs three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the peopleâs happiness
                                                
                                            
                                        
                                                    Shifter
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     canât fully change shape, they can temporarily enhance their animalistic features â a state they call shifting. Each shifter walks on the knifeâs edge between the wilds and the
                                                
                                            
                                                
                                                     within they physically transform for a short time.
A shifterâs beast within is reflected by the shifterâs subrace. Four subraces are especially common:
Beasthide often signifies the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     dune. At first, he seems to shimmer in the heat and desert haze, but as he walks closer, it becomes apparent that heâs a ghost.
 This is the ghost of Amun Sa, former pharaoh of Bakar. He walks in a
                                                
                                            
                                                
                                                     turns to them and relates his sorrowful tale, as if in a trance. Read or paraphrase the following text: âI am Amun Sa, son of the house of Mo-Pelar. My spirit has walked these sands for time uncounted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     deal 11 (2d10) piercing damage. New spikes will come up out of the floor every time if the plate is pressed more than once. A character who succeeds on a DC 20 Wisdom (Perception) check discovers the
                                                
                                            
                                                
                                                     block didnât workâunless the check fails by 5 or more, in which case the job seems solid but fails when someone walks on the plate.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     land wherever it walks. Its habit of whistling cheerfully while committing brutal acts is the source of its epithet: the Whistling Fiend. Characters might hear rumors of its merry tunes becoming fearful
                                                
                                            
                                                
                                                     earworms for those who survive its passing. A party seeking the monster might also hear the whistling long before they confront the fiend. All that time, they can at guess at their enemyâs nature, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Getting the Quest Begin this quest by reading the following boxed text to the players: A bundled-up figure walks briskly up to you. âWell met! You lot seem like youâre looking for work. Or trouble
                                                
                                            
                                                
                                                     each time they visit another town in Icewind Dale, thereâs a cumulative 25 percent chance of chwingas being present. Searching a town for chwingas doesnât take long if the characters use the lantern of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     Resolute as a constant reminder of this principle. Worshipers of Torm come from most walks of life, for he welcomes any who seek the best in themselves and others, who uphold his tenets of loyalty
                                                
                                            
                                                
                                                    , responsibility, duty, and kindness, or who are willing to sacrifice to keep evil from gaining ascendancy in the world. The faithful know that all of them will stumble from time to time while following in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurersâ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
                                                
                                            
                                                
                                                     game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     possess. Gnoll/Cultist Physical Features  d12 Physical Feature   1 Missing an arm 2 Infested with maggots 3 Fur matted with dried blood 4 Missing an eye 5 Walks with a severe limp 6 Covered in burn
                                                
                                            
                                                
                                                    . (Evil) 4 Paranoia. Others are planning to kill and eat me. I must find a way to kill and eat them first. (Chaotic) 5 Self-Sufficiency. When the time comes, even my allies will die by my hand. (Evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Situated amid miles of fields, greenhouses, and alchemy labs used to create exceptional Boritsi-branded perfumes and tinctures, the manor features multiple widowâs walks and more than three hundred rooms
                                                
                                            
                                                
                                                      Vetistiqua 
   Tatenna  Fulchighora 
   DOMAIN WITH TWO DARKLORDS
 Ivana Boritsi and Ivan Dilisnya are coequal rulers of Borca. As they both committed depraved crimes in the same land at the same time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     Land of the Mists, and where it walks, doom inevitably follows. The Caller appears as a comely individual of any gender, which takes disarming forms to gain the trust of a specific individual. Whether
                                                
                                            
                                                
                                                     as a friend, paramour, mentor, or rival, the Caller isolates its target, leading the victim to depend on it emotionally or materially. Over time, the Caller coerces or outright forces its victim to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     few moments, a different redcap says, âWe donât have a password!â All the redcaps fall over in peals of mirth. The redcaps on guard duty give the characters a difficult time, asking them to do
                                                
                                            
                                                
                                                     walks.
 Then both of the hagâs eyes focus keenly on your group, and on Lulu specifically. âMy goodness!â the hag croaks, spittle dribbling from her mouth. âWhere did you find such a treasure?â
 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurersâ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
                                                
                                            
                                                
                                                     game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     dull tavern in another dull town in some nameless province. It is but another span of time between the challenges of true adventuring.
 Outside the tavern, a fog lies over the town this evening. The
                                                
                                            
                                                
                                                     folds about him, and his hat hangs askew, hiding his eyes in shadows. Without hesitation, he walks up to your table and stands proudly in a wide stance with folded arms.
 In an accented voice he says
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    About the Tavern Elfsong Tavernâs location is marked on map 1.1, while map 1.2 shows its interior. From time to time, the disembodied voice of a female elf fills the tavern with a melancholy song
                                                
                                            
                                                
                                                     elverquisst wine if he thinks itâll keep their swords sheathed (see the âTaverns in Baldurâs Gateâ sidebar). TAVERNS IN BALDURâS GATE
 No wise person walks the streets of Baldurâs Gate or enters one of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Those who choose to follow these sinister deities embrace darkness. A barbarian may thank the Fury for the gift of rage. An assassin walks the path of the Mockery, while a warlockâs pact may be a gift
                                                
                                            
                                                
                                                     Nations during the Last War. So next time youâre talking to a Brelish soldier, remember that they might be a devotee of the Mockery!
The Keeper snatches souls before they can reach Dolurrh and hoards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                     one or more such creatures, its curiosity compels it to shadow them for a short time and observe them. If it takes a liking to a particular creature, a chwinga uses its cantrips to aid that creature
                                                
                                            
                                                
                                                    , or bestows upon it a magical gift before departing. The features that attract a chwinga to a particular creature vary. A chwinga might like the way a certain creature walks or the way it combs its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a
                                                
                                            
                                                
                                                     some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoidâs ability to play music or to eat copious amounts of food
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
                                                    
                                                
                                            
                                                    . Their worship ceremonies were centered on festivals and frivolity. Over time, the peopleâs happiness hinged on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became
                                                
                                            
                                                
                                                     throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
 Squeakers. The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , transforming the house into a supernatural deathtrap. The haunting within the house has two states: Dormant. When living beings arrive at the house, the haunting is dormant. During this time, the
                                                
                                            
                                                
                                                     unassuming structure seems typical of an abandoned house. Impressions of past events and subtle, ambient haunts transpire during this time (see âAmbient Hauntsâ). Awakened. In the course of the adventure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     creature engulfed at a time.
Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn
                                                
                                            
                                                
                                                     shambling mound to seek out new sources of food.
 The Weed that Walks. The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     deep. The first time characters run into crocodiles in the mere, the creatures have advantage on their Stealth check. Giant Frogs. Giant frogs use their sticky tongue attacks whenever they can, and
                                                
                                            
                                                
                                                     toss it to where the trapped character can reach it. Shambling Mound. All the lizardfolk, Snapjaw included, are terrified of âthe weed that walks.â If it appears while Snapjaw is with the characters, he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     walks but always floats, with its atrophied, dead legs hanging useless below it. Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact
                                                
                                            
                                                
                                                     option can be used at a time and only at the end of another creatureâs turn. The atropal regains spent legendary actions at the start of its turn.
 Touch. The atropal makes a touch attack.
 Ray of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     participants canât normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time. Chase Complications Complications occur randomly during
                                                
                                            
                                                
                                                     Complication   1 A 20-foot-tall, papier mùché skeleton puppet walks across the street. Make a DC 10 Dexterity saving throw to avoid being stepped on. On a failed check, you take 5 (2d4) bludgeoning damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the Material Plane at times. The wandering hill interacts with others by way of the ancient willow trees that grow on its slopes. Some time ago, a key-collecting goblin named Jingle Jangle took
                                                
                                            
                                                
                                                     drink. Arrival at Telemy Hill Telemy Hill is skirted in mist. When the characters pass through the mist and see the hill for the first time, read: You are greeted by the scent of sweet-smelling fruit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     feet deep. The first time characters run into crocodiles in the mere, the creatures have advantage on their Stealth check. Giant Frogs. Giant frogs use their sticky tongue attacks whenever they can, and
                                                
                                            
                                                
                                                     toss it to where the trapped character can reach it. Shambling Mound. All the lizardfolk, Snapjaw included, are terrified of âthe weed that walks.â If it appears while Snapjaw is with the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the closest table is growing, as are the floor boards beneath your feet. The entire inn is expanding â or maybe youâre shrinking. Assuming the rest of the inn is its usual size, by the time the effect
                                                
                                            
                                                
                                                     objects in it continue to move as if manipulated by creatures. Allow the characters some time to explore their new environment. They can use ropes to climb tables or chairs, avoid chunks of discarded food
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     options are inferior). When the time comes to design the game elements of the race, such as its traits, take a look at the gameâs existing races and let them inspire you. Cosmetic Alterations A simple
                                                
                                            
                                                
                                                     increasing the diversity of options for a particular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Ogrémoch The Prince of Evil Earth is Ogrémoch (pronounced oh-gray-mock), the Mountain that Walks. His natural form is a shambling, 50-foot-tall colossus of rock, with crystal growths embedded
                                                
                                            
                                                
                                                     to 0 hit points.
 Legendary Actions
 Ogrémoch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     speak, he moans as he walks and does a bit of a hopping dance. The madcaps and redcaps think this is wonderful, and they occasionally accompany him in a vile song and dance. Characters who witness this
                                                
                                            
                                                
                                                     bit when it comes time to reward them. Barnabas the Flameskull Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. Mad
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it
                                                
                                            
                                                
                                                     form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoidâs ability to play music or to eat copious amounts of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
                                                
                                            
                                                
                                                     fill out the ranks of aspirants and initiates. Since members of the group are drawn from all walks of life, virtually any Humanoid stat block can serve the same purpose, from commoners and thugs to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     âGetting Capturedâ below). The first time the characters are allowed inside the city or turned away from a gate, a secret door on the wall opens, revealing Gorglak, a duergar Stone Guard (see appendix C
                                                
                                            
                                                
                                                    ). âWell.â The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     a large piece of wood that could serve as a maul approaches you and politely asks if you have any copper to spare. 03â04 Down a nearby alleyway, a dwarf punches a goblin in the stomach, then walks
                                                
                                            
                                                
                                                     group at the same time by using several magically animated quills. 77â80 You approach a fresco painted on the ground that depicts King Boranel ir'Wynarn. As you get closer, the fresco speaks
                                                
                                            
                                        






