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Returning 32 results for 'before being don confined ready'.
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Magic Items
Dungeon Master’s Guide
expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped
within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are
Monsters
Astarion's Book of Hungers
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more
. When most vampires would be destroyed, a warden turns to stone, heals itself, and is ready for service once again.
Ah, these stony-skinned prats: the insufferable watchdogs of vampirekind. I once
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
Backgrounds
Baldur’s Gate: Descent into Avernus
nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.
Skill
gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don’t know where to go from here, but your people need you to succeed.
2
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 4: Escape Attempt K’Tulah reaches the end of her patience with being confined, and she tries to break the quarantine. This event can begin in any area. When you're ready to begin this event
Backgrounds
Guildmasters’ Guide to Ravnica
d6
Flaw
1
If there’s a plan, I’ll probably forget it. If I don’t forget it, I’ll probably ignore it.
2
I get bored easily, and if nothing is happening I&rsquo
Azorius inspector seems interested in my work.
2
I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me.
3
One of my
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
) and says, “Find whatever you can make use of in this mess!” The characters are allowed 20 minutes to don costumes and select props appropriate for their assigned roles. When they’re ready
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who were not born in the place. The native elves are boisterous, tempestuous, and ready to draw blood over the slightest insult or lapse of tradition. The plane’s beauty is both overpowering and
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
particular ritual before, and that they should be ready to step in and help her — or to fight off any evil forces that might try to disrupt the process. The ritual prayer takes 30 seconds to recite. Pherria
character who removes it feels an almost overwhelming urge to don it. A character who dons the helm feels at peace and sees visions of troops in gleaming armor marching across a grassy plain with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
create a team of four. No rules forbid magic during this event. Characters who participate are invited to don yellow aprons that match those of Sid and Sid’s assistants. The next challenge begins shortly
from the preparation tables until Sid gives the signal. Starting the Challenge. Once any questions are answered, Sid’s sous-chefs position themselves around the large woks, ready to transform the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Field. Can you take a Ready action to ready Dispel Magic to stop another spell from taking effect? The easiest way to stop a spell is to cast Counterspell on its caster while it’s being cast. If
successful, Counterspell interrupts the other spell’s casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spell’s casting time or duration. With the Ready
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, concludes that it’s nothing of consequence, and returns it to its owner. Dock Ward Courthouse Arrested characters are brought to a courthouse in the Dock Ward and confined to cells (area H8) until their
If a character becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons, beneath an old tower in the Sea Ward, and the three keys needed to enter it. When the characters are ready to visit the location, proceed with encounter 7, “Old Tower.”
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
humanoid that is magically transformed to Large size can don or doff a goblin hucker in 10 minutes. The sling of the trebuchet is big enough to hurl a rock, a flaming cask of pitch, or a similarly sized
goblins outside Goldenfields are equipped with helmets. A goblin rarely survives the experience of being hurled through the air in this fashion. The goblins here stand ready to be flung at enemies on the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
). It will not be ready for occupation until this level has been flooded. The miner’s pick is one of the construction workers’ tools. The open coffer is empty. 4. Champion’s Quarters Dark green tiles
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is a grung with gold skin. On its brow rests a golden circlet. An orange-skinned grung perches nearby, shortbow at the ready.
The shallow pool at the front of the shrine is where Krr’ook (a red
surface for air. The thick, muddy bottom is littered with the bones of the grungs’ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
anchor outside the harbor up to a mile away, ready to defend the anchorage. The third ship is always at sea, usually prowling for victims. You can randomly determine which ships are where. The captain of
can be found with a successful DC 12 Wisdom (Perception) check. The compartment holds 58 gp, 140 sp, a potion of water breathing, and three black eye patches. (The pirate captains don the eye patches before trying to remove treasure from area 4.)
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
, and fungi. He lurks at the back of the cave, awaiting Xanthoria’s command before stepping out of the shadows. Additionally, nearby lurks the rotting husk of an infected treant ready to defend its
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
belongings in unlocked footlockers tucked under their bunk beds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
utensils upon them. 4. Outpost This room holds eight bugbears, alert and ready for trouble. They carry 2d4 gp each. 5. Barracks This small barracks holds nine sleeping bugbears. 6. Barracks This small
now inhabited by seventy-eight escaped orcs, including two orogs, twenty-six orcs, and fifty orc commoners, for whom the place is a sanctuary. The orcs, making ready for a rebellion against the giants
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
belongings in unlocked footlockers tucked under their bunk beds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before
middle of the room with parchment, quills, and ink at the ready. Five heavy wood cabinets line the east wall.
Prison records are stored here in the locked cabinets. The cabinets also contain ship cargo
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
northeast, leaving it open a crack and hoping to attack an intruder from the rear. Grol holds Gundren hostage, ready to kill the dwarf if the characters don’t back off. Arrow Slits. The arrow slits are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and don strange masks. Entrance to the Underground City. If you’re playing the expanded adventure (see the “Extending the Adventure” section), a plainly visible trapdoor in the northwest corner of
cultists of Zargon. If trouble breaks out in this room, Darius and two more cultists barge out of area B63, swords at the ready. The gamblers try to abstain from combat. CoupleofKooks A Mask of Zargon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a total of twelve throwing rocks lined up ready for use. Two fire giants, off-duty guards, relax in the adjoining chamber. Each has a carved throwing rock and a greatsword nearby. A table and two
fine appearance but worth only 1 gp each. 10. Arsenal Complex A fire giant is always at the ready inside the entrance to this storage area. If summoned or attacked, the guard fetches the chimera from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
its foot. A lizardfolk warrior in scale armor sits on the bed, facing the door, as he sharpens his sword with a whetstone.
The officer (lizardfolk scaleshield; see appendix C) leaps up, ready to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dragon-wing glider. (It takes 1 minute to don or doff the glider.) It can’t support more than 80 pounds, although the amount of weight it can carry is not evident. A character who inspects the glider in an
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
whimpering comes from inside it.
Until recently, the kobolds confined a white dragon wyrmling in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
also captured and is confined in area X7. Zaibon wants to free her and escape into Undermountain, where House Auvryndar has outposts. Nihiloor has a key that unlocks the chair’s shackles. A character
Freth. The mind flayer is getting ready to implant an intellect devourer in Zaibon’s skull, then use him to undermine the drow plot and foment war between the drow houses. (Were Zaibon less useful, the






