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Returning 35 results for 'being blooming diffusing corner requiring'.
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Monsters
The Book of Many Things
Devotion’s Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability.
Legendary Resistance (4/Day). If the medusa
.
Spellcasting. The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):
At will: Light, Spare the Dying, Thaumaturgy
Monsters
Icewind Dale: Rime of the Frostmaiden
). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: faerie fire
2/day each: calm
existence and connected through portals under the dragon’s control. A lair might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: faerie fire
1/day each: calm emotions
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: bane, control water, create or destroy waterThe dragon can take 3
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
another hole near the northeast corner. The water is about three feet deep. You can see a few blind cave fish being carried along in the brisk current. On either side of the door are a total of six kayaks
would even be possible to walk right through the stream, but only a very strong creature could do so without being swept off its feet (requiring a DC 15 Strength saving throw). The stream flows quite
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
another hole near the northeast corner. The water is about three feet deep. You can see a few blind cave fish being carried along in the brisk current. On either side of the door are a total of six kayaks
would even be possible to walk right through the stream, but only a very strong creature could do so without being swept off its feet (requiring a DC 15 Strength saving throw). The stream flows quite
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
another hole near the northeast corner. The water is about three feet deep. You can see a few blind cave fish being carried along in the brisk current. On either side of the door are a total of six kayaks
would even be possible to walk right through the stream, but only a very strong creature could do so without being swept off its feet (requiring a DC 15 Strength saving throw). The stream flows quite
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Sekelok’s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only), poison spray
3/day
fuels his ego. If Ras Nsi discovers the affair, he flays both parties alive for their betrayal and feeds them to his pet hydra (see area 21). Secret Door A secret door in the western corner of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
storybooks and carpenters’ manuals that have been handed down from previous generations. Treasure. The wardrobe in the southeast corner has a secret compartment in its base, requiring a successful DC 15
room are thirteen wooden coffins. Henrik stores and displays the coffins he has made in this room. All of them are empty. N6b. Junk Room A table with four chairs is in one corner of this room, with a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
storybooks and carpenters’ manuals that have been handed down from previous generations. Treasure. The wardrobe in the southeast corner has a secret compartment in its base, requiring a successful DC 15
room are thirteen wooden coffins. Henrik stores and displays the coffins he has made in this room. All of them are empty. N6b. Junk Room A table with four chairs is in one corner of this room, with a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
between rugged hills, a dry streambed that offers a route through the rising rocks. A bend in the steep bluffs hides what lies ahead, but the sound of hacking coughs comes from around this corner.
Just
around the corner, some 30 feet from the lead party member, rests the minotaur known as Broken King Antigonos. He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Sekelok’s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only), poison spray
3/day
fuels his ego. If Ras Nsi discovers the affair, he flays both parties alive for their betrayal and feeds them to his pet hydra (see area 21). Secret Door A secret door in the western corner of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Sekelok’s spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only), poison spray
3/day
fuels his ego. If Ras Nsi discovers the affair, he flays both parties alive for their betrayal and feeds them to his pet hydra (see area 21). Secret Door A secret door in the western corner of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
between rugged hills, a dry streambed that offers a route through the rising rocks. A bend in the steep bluffs hides what lies ahead, but the sound of hacking coughs comes from around this corner.
Just
around the corner, some 30 feet from the lead party member, rests the minotaur known as Broken King Antigonos. He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
storybooks and carpenters’ manuals that have been handed down from previous generations. Treasure. The wardrobe in the southeast corner has a secret compartment in its base, requiring a successful DC 15
room are thirteen wooden coffins. Henrik stores and displays the coffins he has made in this room. All of them are empty. N6b. Junk Room A table with four chairs is in one corner of this room, with a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
between rugged hills, a dry streambed that offers a route through the rising rocks. A bend in the steep bluffs hides what lies ahead, but the sound of hacking coughs comes from around this corner.
Just
around the corner, some 30 feet from the lead party member, rests the minotaur known as Broken King Antigonos. He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
hag’s den, including bat wings, dried lizards, and far too many humanoid skulls. A trash can stands in one corner, with a small iron-bound chest next to it. On the kitchen’s preparation table sits a
pot boils over again in 1d4 rounds unless disabled, as noted above. Cabinet. The cabinet is locked, requiring a successful DC 14 Dexterity check using thieves’ tools to pick or a successful DC 14
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
hag’s den, including bat wings, dried lizards, and far too many humanoid skulls. A trash can stands in one corner, with a small iron-bound chest next to it. On the kitchen’s preparation table sits a
pot boils over again in 1d4 rounds unless disabled, as noted above. Cabinet. The cabinet is locked, requiring a successful DC 14 Dexterity check using thieves’ tools to pick or a successful DC 14
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
. Almost every available surface is littered with stacks of dirty plates, scraps of food, and old junk. Dressing dummies are pushed together in one corner, and a wooden staircase spirals up from
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
. Almost every available surface is littered with stacks of dirty plates, scraps of food, and old junk. Dressing dummies are pushed together in one corner, and a wooden staircase spirals up from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
hag’s den, including bat wings, dried lizards, and far too many humanoid skulls. A trash can stands in one corner, with a small iron-bound chest next to it. On the kitchen’s preparation table sits a
pot boils over again in 1d4 rounds unless disabled, as noted above. Cabinet. The cabinet is locked, requiring a successful DC 14 Dexterity check using thieves’ tools to pick or a successful DC 14
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
. Almost every available surface is littered with stacks of dirty plates, scraps of food, and old junk. Dressing dummies are pushed together in one corner, and a wooden staircase spirals up from
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
vanquish invaders without directly confronting them. Devious and hidden traps are liable to be lurking around every corner, and might be blatantly obvious in some places, yet no less lethal. In similar
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
chair is nicely carved and padded but seems unremarkable. On either side of the dais are large, free-standing large brass candelabras each holding five white candles. In each corner on the southern
then disassembled, requiring 1 minute and a successful DC 15 Dexterity check using thieves’ tools for each hinge, the trap can’t trigger. A failed check results in no progress at the task, but if the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
vanquish invaders without directly confronting them. Devious and hidden traps are liable to be lurking around every corner, and might be blatantly obvious in some places, yet no less lethal. In similar
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
chair is nicely carved and padded but seems unremarkable. On either side of the dais are large, free-standing large brass candelabras each holding five white candles. In each corner on the southern
then disassembled, requiring 1 minute and a successful DC 15 Dexterity check using thieves’ tools for each hinge, the trap can’t trigger. A failed check results in no progress at the task, but if the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, requiring opponents to create light at a distance in order to return fire with any accuracy. Even intruders who don’t need light to see have to contend with the beholder’s superior senses — the monster can
vanquish invaders without directly confronting them. Devious and hidden traps are liable to be lurking around every corner, and might be blatantly obvious in some places, yet no less lethal. In similar
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
chair is nicely carved and padded but seems unremarkable. On either side of the dais are large, free-standing large brass candelabras each holding five white candles. In each corner on the southern
then disassembled, requiring 1 minute and a successful DC 15 Dexterity check using thieves’ tools for each hinge, the trap can’t trigger. A failed check results in no progress at the task, but if the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
surprise attack. Regardless of whether the characters fight the strike squad, if they search this area, they find a comatose warforged warrior (see appendix A) in the northeast corner of this area. A
dusty, lusterless gemstone lying in a corner. This is an id crystal, which the graymatter engine’s consciousness can be transferred into (see the “Crystal Companion” section later in this chapter). L7
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
surprise attack. Regardless of whether the characters fight the strike squad, if they search this area, they find a comatose warforged warrior (see appendix A) in the northeast corner of this area. A
dusty, lusterless gemstone lying in a corner. This is an id crystal, which the graymatter engine’s consciousness can be transferred into (see the “Crystal Companion” section later in this chapter). L7
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
surprise attack. Regardless of whether the characters fight the strike squad, if they search this area, they find a comatose warforged warrior (see appendix A) in the northeast corner of this area. A
dusty, lusterless gemstone lying in a corner. This is an id crystal, which the graymatter engine’s consciousness can be transferred into (see the “Crystal Companion” section later in this chapter). L7
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 3 19. Gallery A decorative, wrought iron staircase in one corner of this room leads down to the servants’ quarters (area 12) and up to the castle roof (area 29). Colorful rugs
mounted on a wooden base stands in a corner by the door; it is part of the room’s decor, not a toy. Development If the characters capture one or both children and use them as leverage to obtain Sansuri’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
on the floor. 5. Barracks This room is set aside for Sansuri’s cloud giant guards. Five beds are spaced along the outer wall, with a barrel of wine and a crate of food stashed in one corner. Three
door. The griffons come and go through wide windows in the outer wall. A few barrels and crates stashed in one corner of the room contain dried horse and mule meat (griffon treats). 8. Dungeon Felgolos






