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Returning 27 results for 'before being diameter concealed reflection'.
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Morkoth
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Monsters
Volo's Guide to Monsters
hours.Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see
failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
also notices a 1-inch-diameter hole bored through it at a height of 5 feet. On the north side of the secret door, a human bandit quietly listens at the hole for sounds of newcomers descending the shaft
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
32. The Portal to Death Behind the concealed entrance is a narrow tunnel that slants down and away. The passage is barely four feet in diameter, and the walls are carved with a profusion of ancient
the double doors is a golden seal one foot in diameter with ancient glyphs scribed into it. To open this door, it appears that the golden seal must be broken. Ancient glyphs are scribed on the seal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each one. The crystal under the configuration labeled “3” glows bright green. Three six-inch-diameter rusty iron pipes jut from the wall above the engravings.
When the characters reach this room
host allows her an hour of study and contemplation, she concludes that the controls are a mystery and should be left alone. Violent Wongo urges his host to smash the controls. Concealed Crawlway A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ritual’s magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body. Magical Guardians. A summoned spectator guards a location or a
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
side tunnels concealed by rock formations. The party must make a DC 20 group Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check. If this group check succeeds, the party finds
resume their exploration of the cave and find three basilisk eggs in a nest made of pulverized stone. Each egg is a 6-inch-diameter, 20-pound sphere with a pebbled-gray shell as hard as stone. Left alone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, contemplate philosophy, or train in this room. Several barrels of fresh water are located around the perimeter of the room. S8. Great Hall This great hall spans half the diameter of the tower. Between the
, scavengers swiftly remove evidence of the knights’ dark deeds. Spyglass. Those who gaze through the spyglass without moving it first see a hooded figure enter the concealed door in Knifepoint Gully (area V3).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, sending
Reactions
Spell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
few possibilities are described here. Covered Pit. Simple yet effective, a covered pit trap is a hole covered with a false floor and perhaps concealed by a sprinkling of dirt or gravel. The pit might
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.
Reactions
Spell Reflection. If the morkoth
possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to play Baldur’s Bones here. The tavern is lit by hanging oil lanterns and whatever natural light slips through the glass hatch and the ship’s grimy portholes. Those portholes are 1½ feet in diameter
. If he thinks his life is in real danger, Amrik detonates a concealed smoke bomb before fleeing up the stairs, leaving his bodyguards to cover his escape. Amrik loves to exchange pleasantries over
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fall into the wrong hands and have concealed as much of the real meaning of the request as possible — for instance, using words like “goods” instead of “weapons.” The two desk drawers are locked; a
the bosun’s cabin. Oceanus shouts to attract their attention if he overhears someone speaking Aquan or Elvish. Treasure. The sea chest is unlocked and contains grubby garments of no value. Concealed by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
bleeding also stops if the target receives magical healing. 47–52 Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its reflection in an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
picked up by another as long as its current owner, Tloques, remains alive. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of
-inch-diameter piece of mother-of-pearl (5 gp). Lying among the hip bones is a 6-inch-long statue of a faceless man with large pointed ears. Plugged at the bottom, it is a bottle that contains an elixir of health.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lusty and forlorn. Its source cannot be ascertained. 17 1d6 zombies lost in the maze. 18–19 A concealed pit 5 feet wide, 10 feet deep, and lined with poisoned wooden stakes. The lead character spots the
swamp moss and reeds plastered together with mud. The huts range from about 15 to 25 feet in diameter, and each has a single, low entrance. Some have small, round windowlike openings, and a few have
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
extradimensional magic created by worshipers of Gond (god of craft). An intricate clockwork device is suspended in a two-foot-diameter, faintly glowing crystal orb embedded in the ceiling over the bar. The Avowed
case those inside want to order food and drink during their gathering. Shrines. Each of the shrines is outfitted with a simple wooden altar, tables and benches for study and reflection, and suitable
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
servants to come to her aid. Treasure. One of the bronze caskets holds 400 cp, and the other one has 300 pp concealed beneath a layer of 100 cp. If the lid of the strongbox is opened by anyone but
Queen Frupy has concealed three potions: resistance (fire), mind control (mammal), and mind control (fire giant), the latter of which she plans to use on the king (see appendix A for the latter two
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
you want them to play. Development If the battle here is extremely loud, the cultists in area P16 know to prepare for danger. P15. Reflection Chamber A throne made of coral and seashells stands on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
shaft in pursuit, emerging from the well and thus unplugging it. The cylinder is 10 feet high and 10 feet in diameter. When it is lured out of the well or killed, the flow of water resumes in a torrent
sovereign glue, and the mirror can’t be removed without destroying it. The mirror alters the reflection of any creature that gazes into it, rendering the reflection bereft of expression or emotion, except if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a
reveals that these are Underdark spores. A 20-foot-diameter fishbowl dominates the room. Filled with water, it also contains a small coral reef, a miniature shipwreck, and a sunken treasure chest. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
mechanism.) Hanging on the walls are twelve metal masks bearing human-like visages. Alarm Mechanism. The 1-foot-diameter, disk-shaped tile that serves as the coin in the Zhentarim symbol is actually a
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
after a lever is pulled, and the chamber refills with fumes after 5 minutes. Shaft. An alcove in the north wall contains an 8-foot-diameter shaft that leads 30 feet down to area W6. Read the following
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Disintegration trait results in the replica falling into a pile of parts — gears, plates, screws, and wires — rather than turning to dust. Each collapsed modron also spits out a six-inch-diameter magically
50 gp. Secret Door. A 15-foot-wide secret door is hidden in the wall farthest from the entrance, and contains five concealed slots for charged disks. If the modrons finish repairing the recharging
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
site of a pit trap. The trap is well concealed by a false floor and requires a successful DC 16 Wisdom (Perception) check to be noticed. Creatures that step on the false floor fall through into a bog
-filled cave, roughly circular and about seventy feet in diameter, connects to the sea through a passage. The passage is fifteen feet across at its widest point, and its roof is at most five feet
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of this gray bedroom is a many-eyed, spherical creature three feet in diameter. In the middle of its forehead, a large unblinking eye regards you quizzically—as do four smaller eyes perched on the end
character falls into the rushing water below. Rushing Water. Water rushes into the chasm from the river outside via concealed channels below the tower. A creature that falls into the chasm takes 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
20 Dexterity check using thieves’ tools. At the other end of a twenty-foot-long corridor is another closed door.
Hidden Pit. The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk






