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Returning 35 results for 'before back during corner responses'.
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Magic Items
Dungeon Master’s Guide
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the
Spells
Xanathar's Guide to Everything
. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
assume a wraithlike form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the
tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can
Monsters
The Book of Many Things
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
creatures when viewed from the corner of the eye or through dim light or fog.
Gathered Knowledge. Within the lair, creatures have advantage on ability checks made to discover or recall information
Monsters
Fizban's Treasury of Dragons
with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the
Plane can’t find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who
Monsters
Fizban's Treasury of Dragons
and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon’s skull and another at the tip of the nose; the two horns
find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who revere and serve the
Magic Items
Keys from the Golden Vault
Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears
the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
the survivors (including the dragonborn ship captain) back to the city they came from.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q21. North Alcove A red velvet curtain hangs in front of an alcove in the northeast corner of this hall. The alcove is empty except for the narrow windows in the back walls. Whenever the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
other refuse.
Treasure The room contains three full sets of alchemist’s supplies, all of which can fit in one backpack. A potion of invisibility in a stoppered glass vial has rolled underneath the northwest corner cabinet and is lodged in the back corner. A detect magic spell reveals its presence.
lodged in its frame (see area 19). The room’s features are as follows: Tables. Tables stand haphazardly about the room, their surfaces cluttered with alchemical equipment.
Cabinets. Corner cabinets are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
First Floor The first floor of the tower is an open room. A ladder affixed to the back wall leads up through a trapdoor to the floor above. A pile of bones and moldering clothes lies in the corner
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
6. Turnstile A short flight of stairs leads up to a dry corridor. Just around the corner is a turnstile.
The characters will discover that the turnstile rotates in only one direction
(counterclockwise). They can pass through it easily when moving to the east, but it will probably have to be destroyed on the way back. A golem or a strong character could rip it out with a successful DC 24 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
windows and nightstands between them. Against the west wall are four wardrobes and a cabinet full of plain dishware and cutlery. Four chairs surround a small dining table in the northeast corner, and a
trestle table strewn with pots and cooking utensils stands near a blackened fireplace. All the furnishings are made of wood.
The ceiling in the southwest corner of the room has collapsed, filling the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mistshore: Autumn At the end of their pursuit, the characters corner Fel’rekt Lafeen and Krebbyg Masq’il’yr in Mistshore. The two drow gunslingers (see appendix B) lurk behind the Kraken’s Folly
Belchy, sank in Deepwater Harbor almost a century ago. Lantanese gnomes working for Jarlaxle have managed to repair the construct. Two rounds after the characters corner Fel’rekt and Krebbyg, Big Belchy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pinned, face down, by rocks placed atop his arms, legs, and back. He is barefoot and wears ragged clothes.
Depending on what has happened in area T3, Grund (male half-orc thug) might be standing by
as responses to the characters’ questions. The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
club. Old practice horses, balance beams, disassembled high bars, floor mats, and more are shoved against the curved wall. Treasure. In the main silo’s northeast corner are two unlocked chests. Both
silo’s northwest corner are two unlocked chests that both contain stacks of outdated silkball uniforms. However, a cloak of elvenkind lies forgotten at the bottom of one chest. If the characters try to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q20. South Alcove A red velvet curtain hangs in front of an alcove in the southeast corner of this hall. It ripples ever so slightly. One of the narrow windows in the back of the alcove has a broken
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.
of coins and other treasure items into area 2 every time he gets the chance. His plan is to come back to the castle after the cult leaves and collect his “retirement fund.” Unknown to him, the ooze
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who suffer
Compendium
- Sources->Dungeons & Dragons->Stranger Things
around the corner and calls back: “At my heels you nip in this game we play. But cursed is the maze, and lost am I. So who’s chasing whom? Oh, who’s to say? The front is the back. Hello is goodbye
.”
If the characters chase him, use the Random Path table to generate the hallways (reroll results of 1 and 2). Every time they round a corner, they see him escape at the other end of the hall. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies. Outlands Celestials d4 Encounter 1 An empyrean calls for aid in taking back a
corner of the Outlands overrun by demons. 2 Wearing grim armor and displaying a rust-colored horn, a unicorn influenced by Acheron challenges all it encounters to mortal combat. 3 A fallen deva, now
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gems in the corner and collects them. The ooze won’t bother those who enter, look around, and leave. It fights back if attacked, and it attacks (probably with surprise) anyone who takes gems.
of coins and other treasure items into area 2 every time he gets the chance. His plan is to come back to the castle after the cult leaves and collect his “retirement fund.” Unknown to him, the ooze
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
center of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Amberdune Books Although it’s located in an out-of-the-way corner of the Wide, Amberdune Books always has a few customers perusing its wares. This market stall is stocked with legitimate but
humanoid form. At sunrise, those on the first shift set up the stall with Korvala, and at sundown the workers bring their unsold wares back to the pack’s hideout in the Blackgate neighborhood. Each
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
character who possesses particular fears and uses them to guide their responses to horrific scenes might earn inspiration for reinforcing the adventure’s frightful atmosphere. The DM might not employ these
hail from another D&D setting, a place of your own design, or a more mysterious homeland?
If you decide your character calls some corner of Ravenloft home, ask your DM which domains they could
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
meticulous about making sure everyone gets their belongings back—all of their belongings and only their belongings. The key for this room is always on Bog Luck’s belt, but the lock can be opened with
a successful DC 10 Dexterity check and a set of thieves’ tools. The trapdoor is located in the southeast corner of the room. An empty crate nailed onto the door covers it; when the door is opened
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
meticulous about making sure everyone gets their belongings back—all of their belongings and only their belongings. The key for this room is always on Bog Luck’s belt, but the lock can be opened with
a successful DC 10 Dexterity check and a set of thieves’ tools. The trapdoor is located in the southeast corner of the room. An empty crate nailed onto the door covers it; when the door is opened
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
are eager to leave, but cannot do so yet; each either has an unfulfilled bargain with the hag or has displeased her somehow and is working to win back her favor. All five performers are unarmed
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
shelf.
4 Any pets or animals with the group hiss, bark, or back away from an empty corner of the room.
5 Any rations that the group carries with them suddenly spoil and rot.
6 A voice
is heard whispering from a dark corner, but nobody is there.
Confronting Thalivar’s Ghost Characters may try to summon Thalivar’s ghost using magic, a séance, or any other ploy they can devise
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
room, the elementals attack. They fight until destroyed, or until the party flees back to area 14 or moves further into the dungeon. The elementals do not pursue outside this area unless attacked
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
the upper left corner of the map contains the dragon’s hoard. The area is decorated in a similar fashion to the main chamber, and its collected jewels and gold are painstakingly organized and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
platinum ore from the mine (25 gp). H3. Meeting Room A round table with four chairs stands in the center of this room. Windows look out into the back yard. The fireplace in the corner is filled with
branch off into the gloom. Ahead, a stairway leads up to the second floor, and a door stands beneath the stairs, seemingly leading to the back yard.
Dim light filters in through the dust-covered
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
you in the middle of a large room with machinery filling the eastern half.
A duergar stands in front of a double door in the north wall, and another is in the southeast corner next to a lever that
at the top of the fortress. Pulling the lever on the east wall causes the wheel to turn, opening the western half of the door; sliding the lever back to its original position closes it. X14. Workshop
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
gentle breeze in the room, for any character floating among the many-hued columns will begin drifting toward the northwest or northeast corner of the room. From the entry an observant character with
a suitable light source will be able to observe part of the dais on the south wall and the door at area 27. Northwest Devil Face. About 24 feet above the floor in the northwest corner, on the north






