Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before blocking double contested red'.
Monsters
Storm King's Thunder
Siege Monster. The giant deals double damage to objects and structures.
Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving
":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Legendary Resistance (2/Day). If the beast fails a saving throw, it can choose to succeed instead.
Siege Monster. The beast deals double damage to objects and structures.Multiattack. The beast makes
the beast’s mouth, and its large red eyes glow in the dark. The creature smashes through structures and fortifications with ease, and it doesn’t hesitate to rend foes with its claws and
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
. They delight in pranking such foolish creatures or pilfering from them in return.
Leprechauns take pride in their appearances, dressing in dapper outfits that typically feature red fabrics, gleaming
Monsters
Strixhaven: A Curriculum of Chaos
, the blood mage can’t be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above
", "rollAction":"Blood Boil"}. The blood mage chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of the
Monsters
Strixhaven: A Curriculum of Chaos
’demi can’t be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma (Deception) checks (included above
":"Blood Boil"}. Y’demi chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Y’demi
Monsters
Strixhaven: A Curriculum of Chaos
can’t be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma (Deception) checks (included above).
Sanguine Sense
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
Monsters
Mythic Odysseys of Theros
deals double damage to objects and structures.
Spell-Resistant Carapace. Tromokratis has advantage on saving throws against spells, and any creature that makes a spell attack against Tromokratis has
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Magic Items
Tasha’s Cauldron of Everything
than 3 magic items, you gain 1 level of exhaustion that can’t be removed until you are attuned to three or more magic items.
14
The Claws of Dragotha (broken translucent fang)
1 adult red
)
You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it: Solinari’s white light shines into the white tower’s lunarium (area U1). Lunitari’s red light shines into the red tower’s lunarium (area U2). Nuitari’s black light shines into the black tower’s
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
inside the castle is a second set of doors. If one or more characters approach from area K1 and come within 10 feet of the double doors, read: The doors in front of you suddenly swing open, revealing a
grand hall filled with the sound of organ music. If the characters approach from area K8 and have not yet visited this area, read: A set of double doors to the west appears to be, or to lead to, an
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
under the supervision of a sneering man with long red hair.
A woman steps out of the crowd and wipes blood from her chin. “Glad to see you again,” she says with a smile. “I’m Captain Elaina Sartell
galleon Moondancer. She is unflappable—an island of calm in a sea of chaos. Traevus and His Gang Captain Sartell identifies the red-haired man as a local crime lord named Traevus—a neutral evil veteran. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-of-arms (a stylized golden windmill on a red field), flanked by framed portraits of stony-faced aristocrats (long-dead members of the Durst family). Mahogany-framed double doors leading from the foyer to the main hall (area 2A) are set with panes of stained glass.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
, 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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the forge; they can always build another. Evacuation of the Kagu-Svirfneblin After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double
workshop explodes, causing area F8 to cave in and dealing 70 (20d6) bludgeoning damage to any creatures still in that room. Death from Above Olivier Bernard The pitiless red dragon Grisdelfawr delights in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Skin Texture d10 Skin Texture 1–2 Pebbled 3 Pitted 4–5 Plated 6 Scaled 7–8 Smooth 9 Warty 10 Wrinkled Beholder Eye Color d10 Eye Color 1 Red 2 Orange 3 Yellow 4 Green 5 Blue 6 Violet 7 Pink 8
Triangle 19 Wave 20 Double iris (roll twice, ignoring results of 20) Beholder Eye Size 2d6 Eye Size 2 50 percent normal 3–4 75 percent normal 5–9 Normal 10–11 125 percent normal 12 150 percent normal
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
conquer Red Larch without violence by subverting and exploiting the Believers. Before the adventurers came along, he planned to ensnare the Believers with ever-darker acts of obedience and evil, then take
before Red Larch was founded. None of the skeletons are intact; each has a crushed limb, chest cavity, or head. The injuries are consistent with mining accidents. The Believers revere these skeletons
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage.
3 Gripped by sudden inspiration, Purphoros begins
bridge tumbling down on the mortal world?
4 Purphoros’s double, Petros, reveals an army of metal Nyxborn creatures and unleashes them against temples and settlements dedicated to other gods
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
area 12 (which they’ve never seen). Treasure Issar carries an iron key that unlocks the double door to area 13. His red cloth headdress is sewn with malachite gemstones (250 gp), and he preens in a golden hand mirror (75 gp).
D) guard the captives for Overseer Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than overseeing anyone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Key, but if it is inserted, the character so doing will take 5 (1d10) lightning damage. Anyone so foolish as to insert the First Key (from area 19) will take double that amount of damage. True Key. The
, and the crown and the scepter reappear on the throne. Blood Trap. If the door is attacked by force it will not budge, but if it is scratched or nicked it will turn red in that spot, and if it is cut
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
all of a wardrobe’s monsters die, the wardrobe disappears and one of the red crystals above the portcullis lights up. When all five crystals are lit, the portcullis rises and remains up for 24 hours
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M12. Parts Storage The secret tunnel from Brigganock Mine leads here. If the characters enter Motherhorn this way, read: The tunnel ends at a wall of loose-fitting stones. Red light shines through
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
grung elite warriors wallow in the flooded courtyard with Yorb and his trained hadrosaurus mount. One red-skinned grung wildling and seven green-skinned grungs lurk on the shrine’s 20-foot-high rooftop
the floor in front of another double door is a mosaic depicting a frog-like humanoid beating a leopard that has snakes emerging from its shoulders. Cuneiform inscriptions are woven above and below
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
traders. Six gargoyles perch on natural ledges overlooking the fungi grove. They attack any creature unaccompanied by a drow that approaches the stone double doors leading to the drow warehouse (area 4b
). Standing in front of the double doors are two female drow elite warriors that do the same. Zilchyn Q’Leptin. Sitting on a zurkhwood bench under the giant zurkhwood mushroom is a male drow mage named
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
brilliant as stained-glass windows, and alighting briefly to drop off and pick up excited passengers.
Near the entrance, a small, smiling tree turns your way and beckons you over. A red squirrel clings
Northwind. Northwind’s squirrel companion, Red, sizes up guests while keeping at least one beady eye on Northwind’s acorns. Red is the beneficiary of a druid’s awaken spell; he uses the weasel stat
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
red fungus that vaguely resembles a human brain and puff the spores around the leader’s head. The treatment is keeping the leader alive for now, but it is a losing battle. Sinensa’s only hope is for the
blight to end. The adults zealously defend their leader, immediately attacking intruders who aren’t accompanied by other myconids. Treasure. If the characters bring the glowing red fungus, called a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, and the remainder were badly damaged. Mekkalath’s arrival caused additional destruction: the red dragon’s magic triggered volcanic activity that left the area riddled with flaming pits, rocky
the vaults. At the north end of the summit stands a gatehouse. The gatehouse’s stone roof and walls are intact, though the massive double door has collapsed. The gatehouse is home to two devas, angels
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K42. King’s Bedchamber Sweet smells waft from this delicately lit room. A great arched window along the west wall is covered by heavy red draperies, their golden tassels glinting in the light of
bed’s foot.
Gertruda Arched double doors lead from this room to the south and east. The window is divided into four tall panes of glass, each enclosed by a lead framework. The two outermost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fist-sized diamond (1,000 gp), a red crystal tankard (250 gp), an elf warrior’s golden gauntlet (250 gp), and a golden belt with an obsidian buckle and studs (250 gp). 15b. Dais Corpses. Four mutilated
. (The statues are impressive-looking but harmless.)
Basalt Doors. At the back of the dais stands a set of double doors made of carved black basalt, flanked by two glowing quartz pillars. Above the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
the double door is a lowered iron portcullis. Area X6 contains the winch that raises and lowers the portcullis, which can also be forced open with a knock spell or similar magic. Arrow Slit. A duergar






