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Returning 25 results for 'uneven start'.
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damage, and if the target is a creature, it has the Poisoned condition until the start of the crawler’s next turn.
Ether Webs (2/Day). The crawler fills a 5-foot Cube with Invisible, ephemeral webs
, hiding and watching. Their diminutive, ghostly, spider-like bodies are ill-defined and as translucent as a wisp of smoke, while their legs are long, uneven, and jarringly solid. The webs they spin are ephemeral and ghastly, allowing the crawlers to sense through them regardless of the distance.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
passage of the lair. In the round after the goblins in area 7 are signaled by the lookout in area 5, they start knocking away the supports. In the following round on the goblins’ initiative count, a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
passage of the lair. In the round after the goblins in area 7 are signaled by the lookout in area 5, they start knocking away the supports. In the following round on the goblins’ initiative count, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
cold damage at the start of each of its turns. The web lacks immunity to bludgeoning damage. 9A. Larder This natural cave has a 30-foot-high ceiling supported by five rocky columns. The floor is flat
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
cold damage at the start of each of its turns. The web lacks immunity to bludgeoning damage. 9A. Larder This natural cave has a 30-foot-high ceiling supported by five rocky columns. The floor is flat
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
imprisoned here. Light. This zone is bathed in a weird green glow that provides dim illumination. 38. Sinkhole Cavern This rough cavern has an uneven floor with open holes in it. In the east, on a spar of
spawn. These spawn aren’t independent creatures, but they can project weak eye rays that function as an area hazard. At the start of each of its turns, any creature other than Thaxalia in the cavern
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
imprisoned here. Light. This zone is bathed in a weird green glow that provides dim illumination. 38. Sinkhole Cavern This rough cavern has an uneven floor with open holes in it. In the east, on a spar of
spawn. These spawn aren’t independent creatures, but they can project weak eye rays that function as an area hazard. At the start of each of its turns, any creature other than Thaxalia in the cavern
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency. C3: Uneven Chamber Roots protrude through cracks in the ceiling here. A stone stairway in the southeast
pressure here and in area C12, the basins in areas area C14 and area C15 start to overflow. After 10 minutes, those areas become difficult terrain due to flooding. Five minutes after that, the denizens
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency. C3: Uneven Chamber Roots protrude through cracks in the ceiling here. A stone stairway in the southeast
pressure here and in area C12, the basins in areas area C14 and area C15 start to overflow. After 10 minutes, those areas become difficult terrain due to flooding. Five minutes after that, the denizens
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Kennel Just inside the cave mouth, a few uneven stone steps ascend to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end and is filled with the
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Kennel Just inside the cave mouth, a few uneven stone steps ascend to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end and is filled with the
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
an uneven floor covered with toadstools. The toadstool caps are spotted white, purple, green, and blue. Some are as low and wide as forest ferns while others stand as tall as humans, their stems thick
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
an uneven floor covered with toadstools. The toadstool caps are spotted white, purple, green, and blue. Some are as low and wide as forest ferns while others stand as tall as humans, their stems thick
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
chasm is the mutated draconian Virruza (see below). He doesn’t attack until someone tries to cross the chasm. Chasm and Bridges. The chasm drops 70 feet to an uneven stone floor below. A creature that
at the start of each of its turns.
Virruza is hostile, is unable to communicate intelligibly, and fights to the death. Spawning Shard. This enormous orange gem weighs over a ton and sheds dim light
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
chasm is the mutated draconian Virruza (see below). He doesn’t attack until someone tries to cross the chasm. Chasm and Bridges. The chasm drops 70 feet to an uneven stone floor below. A creature that
at the start of each of its turns.
Virruza is hostile, is unable to communicate intelligibly, and fights to the death. Spawning Shard. This enormous orange gem weighs over a ton and sheds dim light
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
on a DC 13 Strength or Dexterity saving throw (creature’s choice) or take 5 (2d4) bludgeoning damage and become restrained in the clay until the start of its next turn. A creature can escape the clay
succeed on a DC 13 Constitution saving throw or become blinded until the start of its next turn. Arcane Glyphs. In the entryways, arcane glyphs on the wall can be used to control the pillars. When
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
on a DC 13 Strength or Dexterity saving throw (creature’s choice) or take 5 (2d4) bludgeoning damage and become restrained in the clay until the start of its next turn. A creature can escape the clay
succeed on a DC 13 Constitution saving throw or become blinded until the start of its next turn. Arcane Glyphs. In the entryways, arcane glyphs on the wall can be used to control the pillars. When
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
other corpses are scattered on the floor. Some have been picked down to bone, their clothing and armor discarded nearby, while others have hardly been touched.
The walls are uneven, with small ledges
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
turn in the steaming water takes 1 fire damage and is poisoned until the start of its next turn. (The creatures that serve Dory spend all their time in the water and have become immune to it.)
D8
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
turn in the steaming water takes 1 fire damage and is poisoned until the start of its next turn. (The creatures that serve Dory spend all their time in the water and have become immune to it.)
D8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
other corpses are scattered on the floor. Some have been picked down to bone, their clothing and armor discarded nearby, while others have hardly been touched.
The walls are uneven, with small ledges
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room. The coral fountain spouts fresh water (see “Treasure”), which the giants drink from their conch shells. The giant visitors know better than to start a fight in here. They have no interest in
Quarters This submerged cave belongs to Imperator Uthor. Beds of kelp grow here and there, and three giant clams rest on the uneven floor. The clams’ contents are determined by the Giant Clam table (see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. These are harmless glowing cave fish, but it takes a successful DC 12 Intelligence (Nature) or Wisdom (Survival) check to recognize that. The fish immediately start to bite any exposed skin of a
stalactites and stalagmites. It continues on to the northeast, but the uneven walls make it hard to see into that section — even as heap of bones and gear is plainly visible.
Gorkoh hides behind one of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. These are harmless glowing cave fish, but it takes a successful DC 12 Intelligence (Nature) or Wisdom (Survival) check to recognize that. The fish immediately start to bite any exposed skin of a
stalactites and stalagmites. It continues on to the northeast, but the uneven walls make it hard to see into that section — even as heap of bones and gear is plainly visible.
Gorkoh hides behind one of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room. The coral fountain spouts fresh water (see “Treasure”), which the giants drink from their conch shells. The giant visitors know better than to start a fight in here. They have no interest in
Quarters This submerged cave belongs to Imperator Uthor. Beds of kelp grow here and there, and three giant clams rest on the uneven floor. The clams’ contents are determined by the Giant Clam table (see