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Returning 35 results for 'both being deep contents released'.
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Magic Items
Dungeon Master’s Guide
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of
64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its
Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of
64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
tell that these geese descend from a monstrous many-headed bird that dwells deep within the wilds. Though the knights of Eldraine consider its existence a myth, the folk of the wilds know that the
sprouted in place of the first. Enraged, the Goose Mother devoured the witch and rampaged deep into the wilds where it lives to this day.
The Goose Mother lays one golden egg every hour, precisely on the
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't
discovered bottle might already contain a creature chosen by the GM or determined randomly.
d100
Contents
d100
Contents
1-50
Empty
77-78
Elemental (any)
51
Arcanaloth
79
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
While trapped in the shield, Gargauth carefully steers the shield’s current owner
Monsters
Fizban's Treasury of Dragons
portion of an amethyst dragon’s hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm’s movement.
3
An ancient amethyst dragon is
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
Monsters
Fizban's Treasury of Dragons
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bag of Holding Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bag of Holding Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Bulette Proof One last danger confronts the heroes as they leave the ship and head out of the mountain valley: Something big is plowing through the deep snow, heading in your direction. Only its
shiny dorsal ridge breaks the snow’s surface.
Vorryn and Dredavex released a hostile bulette into the wild after the crash because they didn’t want to feed it. They have no control over the creature
Compendium
- Sources->Dungeons & Dragons->Divine Contention
tower and trapped them for his experiments. Disaster struck when Thalivar tried using the beacon to acquire a planar artifact called the ruinstone and accidentally unleashed the contents of his own
the town, and the monsters lurking within the tower were released. A local adventuring party, the Swords of Leilon, died trying to stop them from spilling out into the town below. Since then, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents d100 Contents 01–50 Empty 77–78 Elemental (any) 51 Arcanaloth 79
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
originally produced in 1981 as a compilation of three adventures written in the earliest days of the game. Those adventures were created and originally released in 1978, during the time when Gary Gygax was
&D players of all ages.
Giants’ Bags Many opportunities arise throughout these adventures for the characters to search miscellaneous bags and chests that belong to giants. The contents of these
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
depicting Memnor, worth 150 gp 11 Two 1-foot-tall golden eggs, each worth 100 gp 12 A large platinum mask worth 200 gp, which can depict two expressions—one of grand joy and one of deep sorrow—depending on its orientation Vicki Pangestu Adventurers discover the eclectic contents of a cloud giant’s bag
such bags identify with the trickster aspect of the god Memnor and take pride in their cleverness. Cloud Giant Bag Contents 140 (4d6 × 10) sp 140 (4d6 × 10) gp 10 (3d6) pp 3 (1d4 + 1) boulders (for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents 01–50 Empty 51 Arcanaloth 52 Cambion 53–54 Dao 55–57 Demon (type
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
makes it impossible to see where the trapdoors are. For every 10 pounds of weight on a trapdoor, there is a 5 percent chance that the trapdoor will open. The 10-foot-deep pit under each trapdoor
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
prophesied creatures would one day arrive at this very site bearing a fallen star. The tablet foretold this star would unlock the dome, whose contents must be exchanged for the star. Unknown to the
decided not to return to the Underdark. They settled around the dome and cut themselves off from their deep-dwelling kin. The kagu-svirfneblin are now quite old, even by gnomish standards. In their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The noise comes from the gibberling in area F2. Steamy Stream. A metal bridge spans this 5-foot-deep stream, which issues from the workshop in area F8 and is scalding hot. A creature that enters the
) check. If released, the giant lizards attack any creature they don’t recognize. As an action, a character can calm a lizard with a successful DC 10 Wisdom (Animal Handling) check, changing its attitude
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
different statue, a different treasure, and a different guardian for that treasure. A tunnel leads to a five-sided room. A cobweb-covered statue stands in one corner.
Vault Contents. Use the
” below). Accessing the Vaults’ Treasure. Under each statue lies a cylindrical compartment 3 feet across and 3 feet deep. To get at the treasure within, characters must topple or destroy the statue
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
General Features Each floor inside the Phylactery Vault has the following features. Dark Pools. A dark pool is 1 foot deep and difficult terrain. Any creature that starts its turn in a dark pool
takes 9 (2d8) necrotic damage. A creature in a dark pool can’t regain hit points. Pedestals. The 3-foot-high pedestals store radiant energy, which is released in the presence of undead intruders. If an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
(+1)
INT
8 (–1)
WIS
10 (+0)
CHA
8 (–1)
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech, Goblin
Challenge 1/2 (100 XP)
Dual Consciousness. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin coral smashers,* 4 sahuagin deep divers,* 4 shell sharks* These sahuagin remain here until encountered. 30 1 sahuagin champion* The champion goes to 29 if alerted by sounds of combat there. 34
. Sahuagin Roster, Level 3 Area Occupants at Start Notes 48 1 sahuagin champion,* 4 sahuagin coral smashers,* 1 sahuagin wave shaper,* 2 sahuagin deep divers* The wave shaper escapes to level 2 if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
deep gnome. If the characters approach him openly and present the sack to him, he muffles a gasp as he looks around, then quickly ushers the characters into the stall, admonishing them to talk
first time the characters visit the Traders’ Grotto without an escort, a clanging bell sounds near the main entrance. When this happens, read the following boxed text to the players. The deep gnomes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. The
suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. While trapped in the shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Dracolich’s Phylactery The Far Realm has warped the fabric of this chamber and its current occupant. The contents of this 20-foot-high room are as follows: Undulations. The walls and pillars
undulate and bulge, as though the stone were amorphous. (The effect is unnerving but harmless.)
Statue. A deep alcove in the north wall contains a life-size statue whose human features seems to change
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
infected eardrum, making the membrane thicker in some places and thinner in others.
The Nematode’s mouth remains closed until the pressure of it brain fluid is released. Once the fluid is released
the creature drops off suddenly into a lake of churning acid.
The throat ends at a digestion pool 30 feet in diameter and 20 feet deep. If the characters destroyed the membrane and caused the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
keys opens the door.) A good, hard crack with a weapon will shatter any of the spheres (each has AC 13 and 3 hit points), dropping its contents (if not caught) into the muck below. Number the globes
hold person and a false key. Sphere 8. The actual key and a silver ring. When the ring is released from the sphere, it speaks to the characters telepathically: “Stop before you put me on. I confer the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K63. Wine Cellar Arched frames of stone form a low, wet ceiling over this wine cellar. Great casks line the walls, their bands rusting and their contents long since spilled onto the floor. A few
a crack at the southern end of the west wall. The crack is half an inch wide, 5 inches tall, and 12 inches deep; it leads to area K18. Wine Casks Each of the twelve large casks here rests on its side
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
5. Thanes’ Tomb This cave, open to the sky, has 100-foot-high walls. The cave floor is bowl-shaped, with a 10-foot-deep pool of rainwater in the middle. Five fossilized stone giants wearing stone
storage container. It contains five more sacks of treasure, their contents determined as above. In addition, one randomly determined sack in the rowboat also contains a magic item, determined by rolling on Magic Item Table G in chapter 7 of the Dungeon Master’s Guide.






