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Returning 35 results for 'version standing'.
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versions standing
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Monsters
Bigby Presents: Glory of the Giants
only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
whole site is swampy, and large pools of standing water dot the clearing. The castle was built on exposed bedrock, so its foundation is sound and mostly dry even a century after the flooding. Tangled
brush and trees grow to within twenty feet of the walls on three sides of the castle. Only the front (southern) face is clear. Bullywugs live in crowded, hastily made reed huts. The lizardfolk have sturdier, roomier reed longhouses. Map 6.1: Castle Naerytar – Ground LevelView Player Version
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Fool’s Needle MIKE SCHLEY Map: Fool’s NeedleView Player Version In the wilds of Anauroch, nestled among the Plain of Standing Stones, a time gate at a place called Fool’s Needle leads to the flying
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a set of sturdy iron gates with a pair of shadowy figures standing behind them. Planted in the ground and flanking the road outside the gates are a half-dozen pikes with wolves’ heads impaled on them
palisade twelve feet off the ground, enabling guards to peer over the wall there. Map 5.1: Vallaki (Area N)View Player Version
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
whole site is swampy, and large pools of standing water dot the clearing. The castle was built on exposed bedrock, so its foundation is sound and mostly dry even a century after the flooding. Tangled
brush and trees grow to within twenty feet of the walls on three sides of the castle. Only the front (southern) face is clear. Bullywugs live in crowded, hastily made reed huts. The lizardfolk have sturdier, roomier reed longhouses.
Map 6.1: Castle Naerytar - Ground Level
View Player Version
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Approaching the Fen Once the party arrives at Bittergrass Fen, show your players map 6.2. Read the following to describe the scene: Dyson Logos Map 6.2: Bittergrass Fen View Player Version Rising
from the fen are two rows of standing stones, each one a rough-carved pillar twenty feet high and ten feet thick. Floating inches above each standing stone is a ten-foot-diameter boulder. West of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
. Trees average 30 to 40 feet tall and provide cover. Brush consists of large bushes that count as difficult terrain. Ruins of Thundertree View Player Version
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 4: Revenge for the “C” Team You are standing just inside the front door to the Dran & Courtier. The place is deserted, the tables empty. Everything is in shadow, except where a purple light
pulses from the four open bedroom doors above the bar.
This version of the Test Market is empty except for the rooms rented by the “C” Team. When the characters make their way to the second floor, read
Compendium
- Sources->Dungeons & Dragons->Monster Manual
using Charisma as the spellcasting ability (spell save DC 16):
At Will: Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image
1/Day Each: Blight (level 8 version
), Cloudkill (level 6 version), Fly, Plane Shift, Tongues
Bonus Actions
Shape-Shift. The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in his chair and gazes into a mirror. Reflected back at him is a sickly, haggard version of himself (see “Magic Mirrors” below). He is dressed to portray the green dragon in the tragedy titled A
enchanted to display an image that corresponds to a performer’s standing with Endelyn. What a creature sees in a mirror depends on how Endelyn feels about that creature: If Endelyn is tolerant or unaware of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
evidence of such or hearing the sound of the horn in area 2C. If there are obvious targets in sight, such as an airship parked on the iceberg or characters standing in the open, the frost giants use
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites In addition to its robust agricultural holdings, Zinda is home to magical universities, conservatories, museums, and other centers of the arts. Map 5.2: zindaView Player Version
spirits, zombies, and green hags that lurk in the jungle beyond the city, as Zinda has no standing army to protect these outlying regions.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
floor rug or hanging rug might be a rug of smothering in disguise. Zhanthi’s villa is decorated with standing suits of gold-plated armor and large potted plants, and the bejeweled skulls of Zhanthi’s ancestors rest in wall niches. Map 1.2: Merchant Prince’s Villa View Player Version
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the edge of a swamp, but it could be located in any kind of terrain. A circle of standing stones serves to focus the magic of the area toward the seal itself, and the stones also serve as a place of
worship for the druids’ devotions and ceremonies. Map 4.4: Gatekeeper Seal View Player Version Gatekeeper Seal Adventures The location of a Gatekeeper seal might be the site of an adventure’s climax
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the common room of the inn (area 2), as if they had just walked through the main door. You are standing just inside the front door to the Dran & Courtier. Things are a bit different, however. The
mouths the words, “Be careful.” She then goes back to absentmindedly cleaning the bar.
This is a version of the Test Market where everything has gone wrong. Not What They Seem The figure swinging from
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is depicted on map 5.6. Mike Schley Map 5.6: Indigo Sanctum View Player Version Ruxithid the Chosen stands on the mezzanine behind the statue. When the characters confront Ruxithid, read the
otherworldly green, and beckons to you.
Ruxithid the Chosen The goblin standing on the sanctum mezzanine is Ruxithid the Chosen (see the accompanying stat block). Ruxithid’s psionic abilities afford him
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Converted Windmill The following locations are keyed to map 4.8. View Player Version W1. Stone Staircase A curved set of stone stairs climbs 20 feet to the upper level. The stairs are
creature standing on the floor of area W4b when it collapses falls 20 feet, landing in area W4a. Any creature in area W4a when the ceiling falls in must make a DC 11 Dexterity saving throw, taking 4 (1d8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
B6 1 half-ogre that became poisoned after drinking six casks of cheap wine B7 3 duergar and 1 gazer (see appendix B) standing guard while Thorvin Twinbeard (see appendix B) works on a mechanical
its side in area B7. Xanathar wants this mechanical version of itself to hover over the crowd, reminding the Lords of Waterdeep of the beholder’s superiority, but no one can figure out how to make it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
View Player Version Copper Dragon Lair Features The copper dragon lair shown in map 5.6 is a network of tunnels and large chambers dug beneath dry, rocky hills. The dragon’s acid breath has left the
of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon’s lair. Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon’s lair. The stones shed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
this camp by the Vistani, their escorts remain at the camp and don’t accompany the adventuring party any farther. Twelve Vistani (male and female human bandits) are standing and sitting around the
that way, continue with “Madam Eva’s Tent.” Map 2.2: Tser Pool Encampment View Player Version A Vistana’s Tale If the characters linger by the fire, one of the Vistani recounts the following tale
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Dragon’s Rest Locations The following locations are keyed to map 2, which shows the layout of Dragon’s Rest. Map 2: Dragons Rest View Player Version A1: Path and Monastic Cells A long path leads
sixth cells are strung with hammocks, offering space for the other eight kobolds to sleep. A2: Winch House A small, free-standing building halfway up the path has a peaked roof and a weathered wooden
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
these thieves. Some characters might catch glimpses of these spooky figures as reflections in mirrors, shadows in doorways, or out-of-place figures standing motionless in the moving crowd. Use these
caught. They are as follows: Bavlorna Blightstraw’s thief is one of her lornlings—a miniature version of herself. Use the quickling stat block in appendix C to represent this toad-like creature. Skabatha
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, whether the actual spell or Victor’s version of it, any creature standing on the circle when the spell is cast takes 3d10 force damage and isn’t teleported anywhere. If this damage reduces the creature
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hollow Mine Locations The following locations are keyed to map 4.1. Map 4.1: hollow mineView Player Version H1: Mine Entrance Loose planks cover the entrance to the mine. Once characters enter the
pounds or more is placed on the elevator platform, it collapses. Any creature standing on the platform at the time drops 100 feet into area H5, taking 35 (10d6) bludgeoning damage from the fall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 3: Feeling Small You are standing just inside the front door to the Dran & Courtier. The inn is seemingly deserted — or not. No one is in sight, but you see food and drink moving on several
stops, you are each no more than six inches tall.
The characters and all their equipment are reduced in size by the magic of the Test Market. This version of the inn is, in fact, empty, but the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
2.1 is a shrunk-down version of this side of the poster map. Whenever the party moves from one named location to another, roll a d20. A roll of 11 or higher indicates an encounter while the
an alleyway and into a residence, as if trying not to be seen. If the characters enter the residence, they see four ghasts standing around a table eating the remains of a human family that perished
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant’s personal philosophy but its standing within the ordning, which is influenced by behavior and attitude but also by a host of other factors. Every individual commits both maat and maug acts, and
their written communication, giants use a modified version of the runic letterforms claimed by the dwarves as their own. This alphabet is used widely today, including by many traditional enemies of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Player Version Additional Lair Actions At your discretion, a legendary (adult or ancient) bronze dragon can use one or more of the following additional lair actions while in its lair: Ocean’s Call. The
creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone. Regional Effects Any of these
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Player Version Ceilings and Walls. Most passages in the ice caves are at least 15 feet wide, and ceilings are 20 feet high unless noted otherwise. The walls are intricately carved with draconic imagery
-level ramp (for example, from area 10 to area 9) is automatic if the character is sitting, but requires a DC 10 Dexterity (Acrobatics) check if the character tries to slide down while standing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
smallest scrap, but he can also produce a second, identical version for his personal collection. He displays something different every week in his Lorehold office, from a mighty sword of demon-slaying to a
increasingly efficient mechanical helpers, with the goal of one day being able to do anything she wants without standing up.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Aboard the Moondancer As the Moondancer leaves the characters’ world behind, read: Standing on the deck of the Moondancer, you see scores of crystalline vines erupting from the surface of your world
Deck PlansView Unlabeled Version Use the space galleon deck plans in the Astral Adventurer’s Guide to represent the Moondancer. Noteworthy features are described below: Area 3: Captain’s Quarters. Among
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creature standing at either end of the collapsed area can use its action to pull a buried creature out of the area, provided the buried creature is within reach (no ability check required
from 10 feet to 40 feet. They are difficult terrain for Large and smaller creatures.
Map 12.1: Iymrith’s Lair View Player Version
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Player Version O1. Overlook The mountain passes the characters follow eventually open onto the top edge of a deep valley. Characters who arrive at this overlook can gaze down on the city below. The
chapter 9 of the Player’s Handbook. O3. Street Level Several trails lead down into the city, granting a better view of the tableau beneath the ooze. Unlike the figures seen standing staidly along the edges
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Temple of Light The interior of the Temple of Light is large enough to accommodate dozens of people, while hundreds more gather outside. Temple of LightView Player Version Entering the Temple As the
chaotic neutral astral elf aristocrat. If Xedalli died previously, the figure standing here is a clone (created using a clone spell). Also present is Andavier, a lawful neutral astral elf star priest
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Locations The following locations are keyed to map 3, which shows the layout of the Seagrow Caves. Map 3: Seagrow Caves View Player Version B1: Entrance Tunnel Multicolored fungus
to start the encounter, but the other two remain motionless until characters move close to them. You don’t need to keep track of exactly where everyone is standing in the room. Instead, rely on your






