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Returning 35 results for 'both before detected connect round'.
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Monsters
Fizban's Treasury of Dragons
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in area 29. A creature that enters a space of crushing gears for the first time on a turn or starts its turn there takes 27 (5d10) bludgeoning damage. Conveyors
Conveyor belts connect areas 28–area
31, allowing the steady transfer of materials between parts of the inner core. Each round on initiative count 20 (losing ties), the conveyors move anything on them 40 feet in the direction indicated on map 17.2.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
between those structures.
Wooden drawbridges connect the two bridges to a keep situated atop the island. The flags of Baldur’s Gate and the Flaming Fist wave proudly above this fortress.
Wyrm’s
) score to determine whether a theft made against that character is successful. If the character’s score is 11 or higher, the theft is detected and thwarted. Otherwise, the thief makes off with one
Monsters
Fizban's Treasury of Dragons
disguised as a human merchant prince.
5
An adult emerald dragon shows an emerald dragon wyrmling how to safely observe Humanoids without being detected.
6
An adult emerald dragon keeps a
succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
activity, they attempt to sound an alarm horn 1 round later on their turn. Once an alarm horn is sounded, the fort goes on alert. Alert If a threat is detected, the eight Dragon Army soldiers (see
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
wires connect the tables to a complex control panel standing between them.
Andras The result of one of Thessalar’s grand experiments, Andras has the body of a male human and the head of a massive snowy
“Poisons” in appendix C). The silver wires connect Francache to a lawful neutral female human bandit captain named Big Gadai (sister to the dead thief in area 6) and a normal rat. As Andras operates
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
). Alert Level The Doomvault is an active complex. As effects of the characters’ assault grow more widespread or easily detected, the alert level of the dungeon’s inhabitants rises. This level starts at 0
party in the Doomvault encounters a dread warrior that isn’t in the company of a Red Wizard or Tarul Var, a special interaction may occur. If the dread warrior survives until end of the third round
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
appear in front of the planar rift. On initiative count 10 each round, roll on the Far Realm Friends table to determine which of those manifestations vanishes from before the rift, appears suddenly in
in combat. A Far Realm friend that is killed does not reappear in front of the rift. If that character is subsequently rolled on initiative count 10, no Far Realm friend enters the fight that round
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
sits nearby. If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
sits nearby.
If the castle alarms have not sounded, the characters gain a surprise round. The two stone giants, Wiglof and Hulda, are guests of the cloud giant. They are worried that Blagothkus’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
souls back across the Tartyx. Other pathways that connect the Underworld and the living world are guarded by vicious creatures. Still, there are a few means by which a dead soul can return to life
couldn’t be detected by Athreos, and Erebos couldn’t snare him with his great whip. Since Phenax’s escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
flowing into the room, but the pipes can’t be stuffed while slime is pouring out of them. The slime covers the floor to a depth of 1 inch per round. If the crawlway to area 70 is exposed (see “Concealed
doorways connect area 58 to areas 60 and area 63. Area 59 is cut off, as are exits to areas 61, area 62, and area 67. Configuration 2. An open doorway connects areas 58 and area 63, but a doorway leading
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more
might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Army commander Belephaion, bears a magical trap that can be detected by a character who casts detect magic or who searches the chest and succeeds on a DC 16 Intelligence (Arcana or
round turret to the southeast—with glass intact in its windows—provides a panoramic view of the neighborhood’s wreckage. A door leads to a room to the east, and another door opens to the hallway to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
18d10 24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something
. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
two failed death saving throws. Chance makes a death saving throw at the end of each round. If the chuuls are defeated and Chance is saved and revived, the spy can share that they were ambushed by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
another pillar each round thereafter, until eight undead have appeared. The undead don’t leave the room. Pillars of Shadow. The pillars here are imbued with necromancy magic. An undead creature that
footlockers that hold worthless personal possessions. Any commotion in the area, or the sounding of the gong, alerts those in the cells. The Red Wizard emerges 1 round later, and the Thayan apprentice comes out
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
best of their ability unless prevented or interrupted by the player characters.
Round 1. After sounding the alarm, the sentries in area 1 (Wark and Thark) flee south to area 2.
Round 2. The orcs in
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
flesh golems in area 23c form Wormriddle’s first line of defense. If they’re defeated, the hag seeks out the headmaster, who directs the hag to round up the students and form a posse to hunt down and
they’re damaged. Pneumatic Tubes. These tubes connect to various other locations in Dweomercore. From left to right, the tubes are labeled with their destinations: “Turbulence” (area 8a), “Violence” (area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
original construction. They connect different areas of the complex. When the characters see a black gate for the first time, read: A ten-foot-diameter circle of runes and black onyx fragments is set
’ magic. To reach the Phylactery Vault, six black gates must be disrupted. Once those gates are disrupted, any black gate can be forced to connect the Temples of Extraction to the Phylactery Vault, which
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
locations, by searching the records room (area V6); the alarms can also be detected using detect magic. The alarms aren’t armed while the museum is open to the public. Animated Statues. The statues that
, an additional 1d4 guards arrive each round until all the remaining museum guards are accounted for. If the guards incapacitate a character or a character surrenders, the guards haul that character to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tree MARCELA MEDEIROS Path of the World Tree Subclass Trace the Roots and Branches of the Multiverse Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through
each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
across Icewind Dale’s rough, snowy tundra is given in the Overland Travel table. Travel is less time-consuming on the snowy roads and trails that connect the settlements of Ten-Towns, as discussed in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
three contain ochre jellies (O). Usually, wights use ooze prods to keep the oozes in the vats. If the wights are engaged in combat, roll a d6 at the end of every round. If the indicated ooze is still in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them
form equals your Druid level divided by 3 (round down).
Armor Class. Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast’s AC.
Temporary Hit
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate
workplaces and abodes used by Haskasori’s people. The tunnels in the western wall, which used to connect to many more chambers, caved in long ago. H7a: High Priests’ Quarters. Two amulets of Yaarnak (see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in area 3. Treasure. When the final rat dies, it coughs up a humanoid finger bearing a platinum ring worth 20 gp
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
horror known as a chaos quadrapod (see appendix B). It uses its Chaos Cloud at the start of combat, then surges forward to lay into stunned characters. Each round, it focuses its grappling ability on
whichever characters dealt it the most damage in the previous round. If any part of the chaos quadrapod is pushed back through the door, it can be forced to return to its void of origin if the door is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gate that connects with the Stone Golem Quarries. 91. Hall of Skulls Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following
start of each round thereafter, another random pillar transforms until all six gargoyles have emerged. Because the Red Wizards are drawing off the magic in this area to create stone golems, the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magical stasis until a threat is detected. The masters of the haven once knew the rituals that would summon the keys held by the golems, allowing easy passage through the door to the great library. With
appears—along with one more mummy per character to sustain the pressure. The third stone golem emerges 1 round later, along with two more mummies per character. Reducing each golem to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters
Magic Items
Infernal Machine Rebuild
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
damage and be blinded for 1 round. You can use this property three times.
fire elemental;Fire elementals, water elemental;water elementals, and other creatures of fire and water (as determined by the DM






