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Returning 35 results for 'waking area'.
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waking are
wearing area
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Monsters
Fizban's Treasury of Dragons
6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Terrifying Breath"}. The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a DC 21 Constitution
incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath’s shadowy mist can induce waking nightmares.Acid, Cold, Necrotic, PoisonBludgeoning, Piercing, Slashing
Monsters
Bigby Presents: Glory of the Giants
scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t necessarily lash out in violence when emerging from its cradle. But it
":"recharge", "rollAction":"Vengeful Storm"}. The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud’s area is
Monsters
Storm King's Thunder
","rollAction":"Fire Breath"}. Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6);{"diceNotation":"26d6","rollType":"damage","rollAction
might rival him in power, in a fighting style marked by sudden attacks and just as sudden disappearances.
Klauth spends many waking hours scrying Faerûn with his spells, and he probably knows more
Monsters
Fizban's Treasury of Dragons
cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an
action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
Monsters
Fizban's Treasury of Dragons
90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone
uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses
an action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14
moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
":"recharge","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24
one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
","rollAction":"Breath Weapons"}. The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity
.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, the kobolds are usually put to work enlarging their masters’ living area and protecting vital areas of the lair with traps and other defenses.
Some human communities hire kobolds to dig their
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to be watching area Q1, but both have dozed off. Characters who succeed on a DC 9 Dexterity (Stealth) check can sneak past the sleeping goblins without waking them. Treasure Each goblin carries 1d6 cp in a small pouch.
Q2. Watch Posts Two goblins are stationed here, one in area Q2a and one in Q2b. Allies of the Xanathar Guild, they came here from Undermountain. The goblins rely on darkvision to see and are supposed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to be watching area Q1, but both have dozed off. Characters who succeed on a DC 9 Dexterity (Stealth) check can sneak past the sleeping goblins without waking them. Treasure Each goblin carries 1d6 cp in a small pouch.
Q2. Watch Posts Two goblins are stationed here, one in area Q2a and one in Q2b. Allies of the Xanathar Guild, they came here from Undermountain. The goblins rely on darkvision to see and are supposed
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
). Characters can move through the area without waking the sleeping gnomes, who defend themselves if attacked but pose no danger otherwise. They avoid talking about the recent troubles, but advise visitors to speak with Fibblestib and Dabbledob (see area G11), Gnomengarde’s two most gifted rock gnome inventors.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
). Characters can move through the area without waking the sleeping gnomes, who defend themselves if attacked but pose no danger otherwise. They avoid talking about the recent troubles, but advise visitors to speak with Fibblestib and Dabbledob (see area G11), Gnomengarde’s two most gifted rock gnome inventors.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Where’s Skabatha? All of Loomlurch’s denizens are aware of Granny Nightshade’s daily routine, which is as follows: After waking from a long rest, she putters about in her garden (area L5) for 1d3
hours. Most of her day is spent in the kitchen (area L13), with occasional visits to the study (area L14). Before going to bed, the hag spends 1 hour conducting an inspection of the sewing room (area L9
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Where’s Skabatha? All of Loomlurch’s denizens are aware of Granny Nightshade’s daily routine, which is as follows: After waking from a long rest, she putters about in her garden (area L5) for 1d3
hours. Most of her day is spent in the kitchen (area L13), with occasional visits to the study (area L14). Before going to bed, the hag spends 1 hour conducting an inspection of the sewing room (area L9
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moving through this chamber must succeed on a DC 10 Dexterity (Stealth) check to avoid waking the sleeping infants. On a failed check, or if any loud noise occurs in this area, the infant githyanki wake
16. Nursery Infant githyanki are brought to the crèche shortly after birth and raised in this nursery until they are old enough to undertake their training. 16a. Sleeping Area Children. Forty
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
entering and then leaving area 24. After waking, the House of Lament will not become dormant again for several weeks. Ambient Haunts Even while dormant, the house is haunted. During this time, the
haunts occur throughout the house at this time. Waking the House The house reveals its full haunting at a dramatic moment. The adventure notes events that wake the house, many surrounding the events of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
entering and then leaving area 24. After waking, the House of Lament will not become dormant again for several weeks. Ambient Haunts Even while dormant, the house is haunted. During this time, the
haunts occur throughout the house at this time. Waking the House The house reveals its full haunting at a dramatic moment. The adventure notes events that wake the house, many surrounding the events of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
moving through this chamber must succeed on a DC 10 Dexterity (Stealth) check to avoid waking the sleeping infants. On a failed check, or if any loud noise occurs in this area, the infant githyanki wake
16. Nursery Infant githyanki are brought to the crèche shortly after birth and raised in this nursery until they are old enough to undertake their training. 16a. Sleeping Area Children. Forty
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrive. Characters looking around the room can see the remnants of the fomorian’s grim meals — travelers lost in the Wormwrithings or egg-hunting adventurers. Venturing into Stronk’s lair without waking
him requires a successful DC 12 Dexterity (Stealth) check. If awakened, the fomorian shouts out about “killing egg thieves” and “protecting my precious ones,” then fights to defend the nesting area and
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strewn about the floor of the cabin.
This area is occupied by three drowned ascetics. As they don’t have anything to do until they receive orders from the drowned master, or directly from Gar
general, must succeed on a DC 13 Dexterity (Stealth) check upon entering the cabin, to avoid “waking” the drowned ascetics. If the creatures are alerted, they attack immediately. Otherwise, the characters
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strewn about the floor of the cabin.
This area is occupied by three drowned ascetics. As they don’t have anything to do until they receive orders from the drowned master, or directly from Gar
general, must succeed on a DC 13 Dexterity (Stealth) check upon entering the cabin, to avoid “waking” the drowned ascetics. If the creatures are alerted, they attack immediately. Otherwise, the characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrive. Characters looking around the room can see the remnants of the fomorian’s grim meals — travelers lost in the Wormwrithings or egg-hunting adventurers. Venturing into Stronk’s lair without waking
him requires a successful DC 12 Dexterity (Stealth) check. If awakened, the fomorian shouts out about “killing egg thieves” and “protecting my precious ones,” then fights to defend the nesting area and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spawn named Deviana, Ezra, and Yuri. Characters who succeed on a DC 15 Dexterity (Stealth) check can move through this room without waking the spawn. Otherwise, all three awaken and attack. Treasure
. Characters who search through all the coffins find a silver rod with one end carved in the shape of a key (70 gp). The rod unlocks the double door in area 18. 13c. Empty Hall Six web-draped pillars buttress the 20-foot-high ceiling of this otherwise empty hall.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spawn named Deviana, Ezra, and Yuri. Characters who succeed on a DC 15 Dexterity (Stealth) check can move through this room without waking the spawn. Otherwise, all three awaken and attack. Treasure
. Characters who search through all the coffins find a silver rod with one end carved in the shape of a key (70 gp). The rod unlocks the double door in area 18. 13c. Empty Hall Six web-draped pillars buttress the 20-foot-high ceiling of this otherwise empty hall.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Steelshadow in area 15. If combat erupts in one room, the occupants of the other two rooms join the fight. The duergar in areas 17a and 17b also hear the commotion and investigate, moving 50 feet per
and a high-backed chair — furnishings brought here from area 16d. Seated behind the desk is Valtagar’s captain of the guard, Rojkarn Ironhead, a duergar with 40 hit points. He wears a tall helm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Steelshadow in area 15. If combat erupts in one room, the occupants of the other two rooms join the fight. The duergar in areas 17a and 17b also hear the commotion and investigate, moving 50 feet per
and a high-backed chair — furnishings brought here from area 16d. Seated behind the desk is Valtagar’s captain of the guard, Rojkarn Ironhead, a duergar with 40 hit points. He wears a tall helm
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to the task necessary to exit the room. A character can also locate such an object by looking at the area and succeeding on a DC 15 Intelligence (Investigation) check. Leaving a Haunted Zone. A
waking from a dream. Roll on the Emergence from a Haunted Zone table below to determine where the characters appear when they leave a haunted zone, or choose one of the locations listed. Emergence from a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
. If the mummy lord awakens, the duergar mummies in area 6b rise out of their mass grave and emerge from that area, moving to attack all creatures in the mummy lord’s lair. 6b. Mass Grave The floor of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
. If the mummy lord awakens, the duergar mummies in area 6b rise out of their mass grave and emerge from that area, moving to attack all creatures in the mummy lord’s lair. 6b. Mass Grave The floor of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to the task necessary to exit the room. A character can also locate such an object by looking at the area and succeeding on a DC 15 Intelligence (Investigation) check. Leaving a Haunted Zone. A
waking from a dream. Roll on the Emergence from a Haunted Zone table below to determine where the characters appear when they leave a haunted zone, or choose one of the locations listed. Emergence from a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
through the area without waking the hertilod by succeeding on a DC 18 Dexterity (Stealth) check. Otherwise, the hertilod wakes when it detects a creature within 30 feet of itself and attacks
heart through this passage leads to the area above the Lambent Zenith’s prow (area Z19). A3: Flooded Atrium The air here is humid. Pooled on the floor is black sludge that shimmers like an oil slick
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
through the area without waking the hertilod by succeeding on a DC 18 Dexterity (Stealth) check. Otherwise, the hertilod wakes when it detects a creature within 30 feet of itself and attacks
heart through this passage leads to the area above the Lambent Zenith’s prow (area Z19). A3: Flooded Atrium The air here is humid. Pooled on the floor is black sludge that shimmers like an oil slick
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
event occurs, then run the corresponding event, which is described below the table. Events can occur more than once. At the end of this time, continue with the “Waking Nightmares” section. Kollema Hall
” section later in this chapter. Get Me Down The demonstration stage (area K3 on map 5.2) has been enchanted with magic that will allow dancers to fly above it on the night of the masquerade. However