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Returning 35 results for 'been been device changes refuge'.
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Species
Van Richten’s Guide to Ravenloft
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
Master of Travel. While all six components of the Orrery of the Wanderer are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Scavenger Crew The Mad Mage captured a spacefaring pirate ship called the Scavenger, stole the magic device that propels it, and left the derelict vessel and its crew to rot in the Caverns of Ooze
. The ship’s mind flayer captain (see “Captain N’ghathrod”) was forced to eat the brains of several shipmates to survive. The remainder of the crew fled into the caverns and have taken refuge in the ooze
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your perfectly preserved remains. Lamordia. You awoke amid the bizarre experiments
of an amoral scientist. They consider you their finest creation or have a task for you to fulfill. Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
Ezzat’s wards mean that there’s little they can do about it. Unless otherwise noted, a Stonecloak uses the stone golem statistics, with these changes: A Stonecloak has Intelligence and Charisma scores of 9
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don’t know is that the moose is using a magic mirror as a scrying device to show it
refuge in an elven tomb in the woods and won’t rest until the forest is free of loggers. Simply killing the white moose will not solve Lonelywood’s problem; to end the threat to Lonelywood and other towns, the characters must stop the druid from awakening more beasts and using them to harm Ten-Towners.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
holed up in the Black Cabin, where he spent all his time assembling a weather-controlling magical device called the Summer Star, using knowledge he gleaned from a book about Netherese artifacts
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sounds of Waterdeep return to mask the unexplained sensation. If the characters get to a quiet place, they notice the disturbance again, like a rumbling almost too faint to hear. As well, subtle changes in
Silmerhelve—a Waterdhavian noble. Read or paraphrase the following when the characters speak to Dala. “The disturbance that’s been sensed across the Sword Coast is the Draakhorn—an ancient device whose
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
sounds of Waterdeep return to mask the unexplained sensation. If the characters get to a quiet place, they notice the disturbance again, like a rumbling almost too faint to hear. As well, subtle changes in
Silmerhelve — a Waterdhavian noble. Read or paraphrase the following when the characters speak to Dala. “The disturbance that’s been sensed across the Sword Coast is the Draakhorn — an ancient device
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
of changelings; the theme and tone of the inn changes every week. It’s said to have ties with the Tyrants, which keeps troublemakers away. The Butcher’s is a combination butcher shop and bar in
actually knows who it represents. The statue radiates the effects of a sanctuary spell within a 15-foot radius and serves as a refuge for those in danger. The most destitute inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
.” Meeting Valetta The characters are met by Valetta, a dragonborn priest of bronze dragon ancestry, with these changes: Valetta is neutral. She has these racial traits: She can use her action to exhale a 5
divination magic around it. If asked about it, Nim tells Valetta that it built this device to find the errant nimblewright and tried to seek it out, only to discover that Nim couldn’t leave the temple grounds
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
automatically sliced open with an attack from an elder monk’s force pike. Characters who fall to the valley floor (area C4) from area C1 or area M9 are picked up by a floating teleportation-field device
character succeeds on a DC 12 Charisma (Persuasion) check. A successful check causes the immured ones to run off and attempt to escape. Treat each immured one as a berserker with these changes: Its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Zhents coin and allows them to use the family’s noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So
amputated when he was a young boy, but the scar on his backside remains. Game Statistics Orond Gralhund is a Tethyrian human noble, with these changes: Orond is neutral evil. He has an Intelligence of 9 (−1). Never one to bother learning other languages, he speaks only Common.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
black sphere holds the demon in place, and appears to be slowly draining away its essence.
The balor Tarnhem is bound here by the magic of Acererak, who has fashioned a device from a sphere of
treasure chests in area 13, and how his weapons have been taken to the chapel (area 14) and worked into the altar there. Tarnhem uses the balor stat block with the following changes: While held, Tarnhem
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
successful DC 20 Strength (Athletics) check. Borrowing the Apparatus. Grinda allows the characters to borrow her apparatus of Kwalish on the condition that they first use the device to search the bottom of
to mention this to the characters for fear of scaring them off. Obliteros is a giant shark, with these changes: The shark’s alignment is chaotic evil. Its Intelligence score is 10 (+0), and it can speak and understand Aquan.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
feels quite right. Over long years, the monastery has drawn hundreds of dark recruits to its hidden location, through both whispered rumor and dark outreach to criminals seeking refuge from the law
appears to emerge from the other ring, no matter how far apart the devices are. The second device has a flying speed of 40 feet, and can be flown remotely under the creature’s control as part of its
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
–30 Gray, unassuming door on a colorless landing Crumbling temple to a forgotten god on the joyless plane of Hades 31–33 Oblong door that changes material at random Adamantine githzerai fortress on
Radiant Citadel, a refuge on the Ethereal Plane 59–63 Silvery threshold etched with stars Eye socket of a dead god drifting through the Astral Plane 64–68 Ornate, upright coffin that expels a hostile
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
water elemental and an air elemental.
Zikran Zikran stands in front of the crystal when the party arrives. He is a chaotic evil water genasi archmage with these changes: Zikran speaks Aquan, Common
on the stairs. Now ready for action, he has cast mage armor, stoneskin, and mind blank on himself. He carries a handheld magic device that controls the elemental cannon. This device, shown in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire. Finally, a creature in Limbo can take a Magic action to make a DC 20
tumultuous heart brought into a refuge can unravel the entire sanctuary. Adventurers might also come to Limbo to explore the secrets of the Spawning Stone. Said to have been created by Primus, the overlord
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to
destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes: The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
seat of power, killing any who enter without permission. Torbit is an assassin, with these changes: Torbit is chaotic evil. He has these racial traits: He can breathe air and water. He speaks Bullywug
years before. See area 39b on level 6 for more information on this yuan-ti device and how it can be reassembled. By itself, the jade fragment is worth 100 gp. 19d. Apse This 30-foot-high chapel has the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
). He uses the assassin stat block with the following changes: He is neutral evil, and can speak and understand Common and Giant Owl. Andras has advantage on Wisdom (Perception) checks that rely on
the controls to this strange torture device, he causes Francache’s lycanthropy to transform the rat into a duplicate of Big Gadai, to the pain and horror of everyone involved. When the rat is in human
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is presently rampaging around inside the building. Without its head, the golem has the following changes to its statistics: The golem has 150 hit points (its hit point maximum). It has a challenge
. This device is a 10-foot-diameter iron wheel on its side, held above the ground by a metal brace, with eight barrel-sized, egg-shaped open containers attached to the outer ends of its spokes. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
toads lurk in the far corners of the room. They leap forward and attack anyone not accompanied by Wyllow.
Calendar Stone. Set into the floor is a 15-foot-diameter stone device engraved with a
multitude of images.
The device has a circular center 9 feet in diameter, around which are two concentric rings of stone. The center stone is fixed in place. Its engravings depict birds, butterflies, fish
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
crafted a miraculous device, one that ultimately laid low the kraken and saved the town. Today, Dalakos resides inside the kraken’s shell, where he works day and night, his heart broken, but his mind
life to another, or after significant life events. Leaving a home community or transitioning to live among dryfolk might constitute such life changes. Tritons also have a fluid concept of gender and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals
its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
Screve’s attempts to create monodrones to serve him. These twelve replica modrons look exactly like their true modron counterparts and use the monodrone stat block, with the changes noted in “Replica
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
monstrous crime lord). Make sure the boss survives! 5 The boss wants a treasure that’s being held in an underground refuge the giant can’t enter. Plan and execute the perfect heist. 6 Another group of
the countryside, carefully mapping its path and cataloging the destruction left in its wake. 5 Brave a dragon’s hoard to steal a device that tracks the positions of invisible celestial bodies. 6
Magic Items
Infernal Machine Rebuild
This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Ten of the feet in the room are stomping feet, the lesser known and smellier cousins to the crawling claw. A stomping foot uses the crawling claw stat block with these changes: Its speed is 30 feet
. The tentacle surprises anyone who fails the check. The enormous tentacle uses the stat block of a giant constrictor snake with these changes: It can reach anywhere inside this room. It has no bite
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
gelatinous cube with these changes: It is immune to all damage and conditions. Its reach is 10 feet. Each round, the ooze can make one attack against each creature within its reach: a pseudopod attack against
bolted to the wall across from some sort of large glass device hints at the horrid rites that must once have taken place here.
The wall murals can be deciphered with a successful DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
familiar NPCs act, or pick up on minor details that the ulitharid has gotten wrong or can’t reasonably duplicate: slight changes in decor, books that are blank between the covers, foul-tasting elven wine
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
experimental device consists of a pressure-resistant padded suit, made of canvas with iron fittings and iron gauntlets. A fishbowl helmet attaches to the suit’s collar and functions as a cap of water
these changes: The swarm is made up of Tiny constructs. It doesn’t require air, food, drink, or sleep. The swarm has vulnerability to lightning damage, is immune to exhaustion, and can’t be charmed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
innate power over them. He plays with them as if they were children, chasing them through the gloomy depths.
Something changes, and the oozes flow away. The deep gnome runs after them, fearful of
weapon capable of reshaping the Underdark itself.
This vision provides a brief glimpse of the Maze Engine, an arcane device located in the heart of the Labyrinth (see chapter 14). Spawn of Yeenoghu






