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Returning 13 results for 'barred both down container reverts'.
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Monsters
Quests from the Infinite Staircase
Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted.
Last Wish. When
to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by
Monsters
Icewind Dale: Rime of the Frostmaiden
statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Metalworks Confrontation The metalworks looks abandoned, and no employees are on site. Map 4.2 represents the structure. A double door is barred from inside, but Itzmin left a smaller door unlocked
more iron and silver scrap. A console on the catwalk controls both containers. A creature adjacent to the console can spend an action to throw a lever and tip either of the containers. If a container is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
, the illusion drops and the treasure reverts to its true form: gold coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor becomes rusty scrap metal. A detect magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
brackets protrude from the walls under the reliefs.
To disarm the puzzle cube trap in area 19E, the magic torches from that room must be placed in the brackets in this hall. Barred Secret Door. A
character who searches the walls and succeeds on a DC 17 Wisdom (Perception) check spots a secret door just inside the entrance. The door is triple-barred from the west side. It can’t be opened manually
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
of Doom (see area K7), and the characters are free to go without further incident. Egg-Shaped Crate. Made of magical metal, this indestructible container is 3½ feet tall and 3 feet wide, with a flat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions
attack what it perceives to be the closest source.
Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is barred shut from the inside. A large dining table stands in the middle of this hall, surrounded by tall-backed wooden chairs. Suspended above the table are two chandeliers fitted with wax candles
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
container, chamber, vault, or other entryway. 10 Language. The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. 11 Sentinel. Choose a kind of creature
on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
simple (requiring 1 action to pick) and of good quality (DC 15). A barred window six inches long and four inches high allows visibility into the room beyond. The cell contains a neatly made bed and a
Hostile to Indifferent by apologizing for the intrusion and claiming to be acting on behalf of the monks. Skalanthas’s attitude reverts to Hostile if a character threatens or belittles him, tries to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is blocked by a tiny wooden door that is barred on this side by a steel needle. Lifting the needle allows the tiny door to be pulled open easily, revealing a moldy stretch of floor underneath the
cabinet see a tiny door built into a 2-inch-wide, 4-inch-tall mouse hole at the base of the wall. The door is barred on the other side, but a character can use an action to try to force open the door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. In addition, the guardroom for the cell complex is marked with a G. Each cell has a thick wooden door with a high, barred window (about 15 feet up, too high for the average human to peek through
between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls






