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Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it
The Great Old One
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.
Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the
Mordenkainen's Magnificent Mansion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.From beyond the stars, a Great Old
, the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
Monsters
Quests from the Infinite Staircase
save, it takes half as much damage.Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red
another plane—or another reality entirely.
When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane’s earlier inhabitants, but Zargon proved beyond even
Monsters
Curse of Strahd
(Costs 2 Actions). Strahd makes one bite attack.With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1
attacks at the most advantageous moment and from the most advantageous position.
Strahd knows when he’s in over his head. If he begins taking more damage than he can regenerate, he moves beyond
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon the Returner Kevin Glint In the days of Cynidicea’s Fall, Zargon fed on the panicking masses, devouring any who denied it worship Zargon the Returner is an elder evil—an undying abomination
of the plane’s earlier inhabitants, but Zargon proved beyond even Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches
undead, and to protect the innocent and those who join them in the fight for justice.
Beyond the Mundane Life
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
noisily grind open and closed due to sand in the hinges. Each creature in a room beyond a door hears it open and expects visitors, unless the door’s hinges are cleaned, lubricated, or silenced. Lighting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Harrn Mausoleum Beyond the mausoleum’s unlocked gate lies a central chamber strewn with the skulls and bones of three warhorses that were entombed here with their riders. Two of the mausoleum’s three
sarcophagi are closed and contain inanimate human bones. The third is open, its lid lying broken on the floor behind it. This sarcophagus, which once held the corpse of Drovath Harrn, now appears to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can’t exceed 50
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm. You can create any floor plan you like for the dwelling, but it can’t exceed 50
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
door is closed. If the marker is pushed to the left, the shield pivots, and the exit opens. The floor of the area beyond the door is 8 feet lower than the floor in the corridor.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
known as patriars and grew wary of the influx of strangers settling beyond their walls. The creation of various additional taxes on trade and travel led to violence breaking out between the Upper City
banner, that of the Flaming Fist. Eltan used the mercenaries to quash what pockets of disorder he found, punishing lawbreakers for their crimes. Though plenty of theft, blackmail, and assassination continued behind closed doors, the founding of the Flaming Fist marked a new chapter in the city’s story.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
known as patriars and grew wary of the influx of strangers settling beyond their walls. The creation of various additional taxes on trade and travel led to violence breaking out between the Upper City
banner, that of the Flaming Fist. Eltan used the mercenaries to quash what pockets of disorder he found, punishing lawbreakers for their crimes. Though plenty of theft, blackmail, and assassination continued behind closed doors, the founding of the Flaming Fist marked a new chapter in the city’s story.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the ceiling. Twenty feet ahead, arched doorways lead downward from each side of the hallway. In each arched doorway, an iron door stands closed and partially submerged. You hear a weak cry for help
from beyond the south door. Map: Traps in Area K73 The water is 3 feet deep in the hallway and opaque. The steps on both sides of the hallway descend another 2 feet before ending at the iron doors
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open to the north and west. A single closed door lies just south of the western set of double doors. The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
no exit. The floor returns to a closed position in 10 minutes, sealing any victim inside the pit until another creature triggers the floor trap again. Crawl Space. The ceiling route is a crawl space
succeeds on a DC 20 Wisdom (Perception) check can find the door. Also, anyone who raps or sounds on the ceiling in the door’s area hears it is hollow, indicating a space beyond. Eventually the small tunnel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Double Door Roulette Double Doors. Seven sets of double doors, six of them at the end of short hallways, stand closed.
Scintillating Pillar. A pillar at the center of the 20-foot-high room has
doors reveals area 22 beyond. Creatures that pass through the doorway get no sense that they’re leaving Undermountain and entering Halaster’s extradimensional tower. Whenever a double door in this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the
the east leads to area X6. The double doors to the west open into area X15. Characters who listen at the western doors hear gruff humanoid voices beyond, but can’t discern what’s being said.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the wider world beyond. Baldurians, particularly if they do not wish to reveal a crew or family affiliation to a potentially hostile audience, often describe themselves by the nearest gate to their
outgoing trade goods, ensuring that commerce flows smoothly and the city gets its share at every turn. The city gates are closed at night. At dusk, the Watch evicts anyone from the Upper City who is not
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
carvings almost beyond recognition and to create tentacle-like protrusions that weren’t part of the original design. These tentacles writhe as creatures pass by them — a harmless effect created by the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from a society of diviners. Most are situated along the northern wall in the middle and to the west, near the hearth. Magically enchanted to help the director see into other worlds and beyond, the
leads in and out of the collections. It’s unlocked during the day while the Biblioplex is open. At night, the door is closed, locked, and further sealed with an arcane lock spell. A character using
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Rock Gnome As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the
to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the wider world beyond. Baldurians, particularly if they do not wish to reveal a crew or family affiliation to a potentially hostile audience, often describe themselves by the nearest gate to their
outgoing trade goods, ensuring that commerce flows smoothly and the city gets its share at every turn. The city gates are closed at night. At dusk, the Watch evicts anyone from the Upper City who is not
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
waking world hold the key to undermining Tsien Chiang’s hold over the city’s dreams. Closing the Borders. I’Cath is surrounded by walls and by the Mists beyond that. Chiang believes everyone in
I’Cath has a responsibility to strive for perfection, so she keeps her people imprisoned within the city. As a result, the domain’s borders are always closed, as detailed in the “The Mists” section at the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Rock Gnome As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the
to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
transport those who enter them to distant lands, other domains, or even beyond the Domains of Dread. The Mists are inscrutable, but they ever serve the schemes of the Dark Powers, delivering creatures
others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, stables, and warehouses, and two concentric rings of high protective walls with gates that are firmly closed and barred by night. (Individuals can pay stiff fees to be raised and lowered after sunset
on rope-slung chairs, but nothing beyond what they can carry can pass.) Bargewright Inn fell under Zhentarim influence a few years ago. Any member or ally of that faction can find a discreet welcome
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen
, Shothotugg the Eater of Worlds, Y’chak the Violet Flame, Bolothamogg Who Watches from Beyond the Stars, Hargut of the Gray Pestilence, Haask the Voice of Hargut, Ragnorra the Mother of Monsters, the Hulks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Great Old One Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose






