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Returning 35 results for 'before blocks during complete respectively'.
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Spells
Player’s Handbook
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the center of the structure. Once both parties meet and banter, one-on-one duels commence following the rules outlined in the “Duels in the Repository” section. The Rivals use the pledgemage stat blocks
. During these duels, remember to account for the wild magic effect detailed in “Furygale Repository Features.” The challenge is complete when every character who wants to has dueled. The team with the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the help of the maps in Appendix B and the monster stat blocks in the Monster Manual. Each adventure in this section includes the following information: Title. An adventure title can help you
encounter. Monster names in bold point you to the stat blocks in the Monster Manual. Some encounters also specify treasure the characters might find. Use your imagination to bring the locations and encounters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on
two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to Kollema Hall. Ten other students (apprentices from all five colleges; see chapter 7 for their stat blocks) are sent along with the characters. Transporting the Supplies Finding all the supplies
related to the Magister’s Masquerade, moving them out of the archives, and then transporting them to Kollema Hall should take the characters and their group 6 hours to complete. That assumes everyone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
attack by a draconian squad can replace one of the cultist responses when one of the dungeons is cleared. There isn’t space in this book to provide stat blocks for draconians, but you can make your
own by adding the half-dragon template (see the Monster Manual) to hobgoblins or lizardfolk. Add a Death Throes trait to complete the transition: for example, baaz draconians turn to stone when killed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Chapter 4: The Orrery of the Wanderer This chapter presents a complete Acquisitions Incorporated adventure divided into six episodes. Episode 1 is for players using shiny new 1st-level characters
in “Franchise Tasks and Downtime” in chapter 2 of this book, and with the standard D&D downtime activities discussed in that section. The Monster Manual contains stat blocks for most of the creatures
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on it, their acid-eaten forms visible through gashes in their hide armor. Steering the other two sleds are four Icewind kobolds, two per sled. (See appendix C for the kobolds’ stat blocks.) Each sled
is pulled by six strong dogs (use the wolf stat block). Vellynne was searching in Ten-Towns for a group of adventurers to help her complete a personal mission when she learned about the characters
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
10-foot-deep troughs to the south and east, and forced westward and northward along troughs that lead to areas 12d and 12e, respectively. 12d. West Water Collector The ceiling in this chamber forms a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to prevent parasites, and any sickly ones are disposed of. Common Room The lair’s common room serves as a gathering spot for the colony’s thralls. As they complete tasks, they come here to rest, eat
substance that blocks all attacks except for psionic abilities. The elder brain relaxes here, and often assembles the colony members to engage in debates on philosophy and the nature of the planes. This
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Character Advancement In this adventure, the characters can gain a level by exploring different regions. After the characters complete at least one encounter in all four regions, everyone in the
handsome man in a green-and-gold tunic and fancy boots saunters out of the bushes. “Hello,” he says casually as he blocks your path. “I’m Pral. Perhaps you’ve heard of me. Who am I kidding? Of course you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Cycle, the time it takes for the largest gear in Mechanus to complete a single rotation. However, on at least one occasion, the march came early, and legions of modrons wreaked widespread havoc as
temperate. Noteworthy Sites Automata is divided into regimented blocks arranged by category and function. Rather than scatter businesses throughout the town, council mandates require that related
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
complete this activity, a character must perform three sets of continuous squats and succeed on three incrementally harder Constitution checks—DC 10, DC 13, and DC 16, respectively. A character who
them into joining in, offering them a magic potion if they can complete three activities. A character can give up, ending a workout activity at any time. The three activities are as follows: Squats. To
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
same time. 3. Groak’s Isle Marshy shores surround the shrine, which is 60 feet tall and made of carved mud blocks painted with natural dyes. Patrolling its base are eight grung elite warriors with orange
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the golem. M3: Flooded Passage This chamber transitions from natural stone to walls and a floor of worked marble blocks. The passage tilts down to the southwest, where a carving depicts a dragon in
character doesn’t speak to the dragon, the dragon’s bones manifest around the skull as a complete skeleton. Together, they animate as a lesser death dragon (see appendix B) and attack. M8: Wizard’s Workshop
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossus’s legs (area L7) and abdomen (areas L9–area L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
Landro’s spine contains two halberds and one hand crossbow with a case of 20 bolts. L9: Blocked Antigravity Well Rubble in area L18 blocks travel through Landro’s spinal antigravity well above this floor
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the floor, as well as stairs that descend to the east. A stone slab blocks the way to the north.
The mosaics here once depicted the feats of Orestes, a scoundrel-hero who devoted his life to Phenax
creature sees the mosaics in their complete, original forms—resplendent in gold and shades of royal purple. If that creature touches any of the images, it hears the name “Orestes” whispered in its mind
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opened from inside or out, and are impervious to spells and damage. The main door opens easily, but a wall of purple light blocks the view inside. Characters must step through the door to take stock of
Whiskey (both N male human guards). The two are complete opposites: Sigil composed and pleasant, Whiskey uncouth and short-tempered. They have been in the inn’s restaurant for a long time. The outside
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the south, rubble blocks a staircase leading down, while to the north, another staircase climbs to the level above. Dismal gray-green light shines from flickering wall sconces, eerily illuminating
Blue Phoenix Shrine is a holy place of the god Habbakuk and that the Sunward Fortress holds the slaadi Spawning Shard, Dalamar needs 24 hours to evaluate that information and complete his research
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
gnarly face. The Nether Oak uses the treant stat block but is neutral evil and speaks Common and Primordial. When the characters arrive, the Nether Oak is in deep slumber. To complete the Rite of the
inside the orb (see “Injuries” in the Dungeon Master’s Guide for rules on losing an eye). If asked for the whereabouts of the missing wall engraving needed to complete the Rite of the Arcane Octad (see
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
correspondence between Markos and other nobles. You can decide if these letters are addressed to or written by anyone of significance to the characters. Desk. The desk contains a complete set of
.
Markos Delphi is performing a ritual that will allow a fragment of Krokulmar (see their stat blocks at the end of the adventure) to attach to the headless body of one of Elra’s adventuring companions
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
help her complete the delivery. Development If the characters leave any prisoners here, Vanifer sacrifices the remaining captives to the magma roper (area W4) within a day. If the prison is empty, the
shrine. An ornate privacy screen blocks the view to the north. The southern room is circular and lavishly decorated.
If the efreeti from the Temple of Eternal Flame (see chapter 4) has withdrawn to its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
twin (area 15) will serve as guest quarters for sahuagin notables once this level is complete and flooded. The coffers are empty. 15. Guest Room Pale blue tiles cover the floor and ceiling of this room
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
glinting within its chest compartment. Tools. The hand tools scattered around the robot make up a complete set of tinker’s tools formerly used by the robot to repair areas of the ship. The tools can be used
pits players against racers at nearby machines or a series of computerized opponents. Each machine looks like a futuristic cockpit, complete with a hovering chair that tilts as its driver navigates an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
), Khelliara (the Forest Maiden), and the Hidden One. Over the centuries, scholars in other lands have speculated that these deities might be faces of Chauntea, Mielikki, and Mystra, respectively. The
eclipsed moon stamps an electrum moon with a darker silver wedge to complete a round coin. It is worth 5 unicorns within the city, but only 2 unicorns elsewhere.
Waterdeep has its own coins. The taol is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, affording an unobstructed view of area U2 as the characters complete their descent. Wall of Stone. When the countdown timer reaches zero, a wall of stone magically appears on the stairs at the point marked
blinking. The wireframe windows mounted above the console are magic projection screens that act as security cameras, showing the interior of the tower (areas B1, B2, B3, and B4, respectively). Stonky has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
becomes one of the next higher level. Nintra’s End. When Nintra is reduced to 0 hit points, she falls to the ground, unconscious. To complete the process, a character with one or more levels of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gantries in 2 and 3 rounds, respectively. Releasing the catch on a winch requires a knock spell. A creature can also use its action to make a DC 15 Strength (Athletics) check, releasing the catch on a
. The giant carries an iron key that unlocks the trunk in area 16A. Treasure The obsidian mug on the table is worth 500 gp and weighs 100 pounds. 22. Hell Hound Pen An iron portcullis blocks the tunnel
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. To
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mortuary, which used to reside in the ward, have been bitten off by the neighboring Lady’s and Hive Wards, respectively. Still, the Lower Ward remains a necessary industrial powerhouse in the City of
, the foundry obscures the sky with smoke and steam, and by night, it illuminates entire city blocks with roaring fires. The Mind’s Eye makes many of the tools and metalcrafts used throughout Sigil. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
through this door, the portcullis blocks their way. Southern Door. The door leading to area 4 is locked, but it can be unlocked from this side. Alternatively, the characters might unlock it from area 4






