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Returning 35 results for 'bottom both diffusing charm release'.
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bottle both diffusing charge release
button both diffusing charge release
bottle body diffusing charge release
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
legendary magic item). On his most recent visit to the Nine Hells, Kostchtchie was defeated by the archdevil Zariel, who took his hammer and chained him at the bottom of this chasm, knowing that killing him
that prevent him from casting spells, Kostchtchie squats in a 10-foot-deep, 80-foot-diameter pool of black tar in a cavern at the bottom of a chasm, his hands chained behind him. His unholy screams and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
legendary magic item). On his most recent visit to the Nine Hells, Kostchtchie was defeated by the archdevil Zariel, who took his hammer and chained him at the bottom of this chasm, knowing that killing him
that prevent him from casting spells, Kostchtchie squats in a 10-foot-deep, 80-foot-diameter pool of black tar in a cavern at the bottom of a chasm, his hands chained behind him. His unholy screams and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
legendary magic item). On his most recent visit to the Nine Hells, Kostchtchie was defeated by the archdevil Zariel, who took his hammer and chained him at the bottom of this chasm, knowing that killing him
that prevent him from casting spells, Kostchtchie squats in a 10-foot-deep, 80-foot-diameter pool of black tar in a cavern at the bottom of a chasm, his hands chained behind him. His unholy screams and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
the bottom of the pool. Even if the chest is removed from the water, a character trapped within runs out of air after 5 rounds (see “Suffocating” in chapter 8 of the Player’s Handbook). The chest is a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
supernatural gift (see chapter 7 of the Dungeon Master’s Guide) — a charm that allows a character to cast the Galder’s tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
its release with the location of its hidden treasure: 1,000 gp in brightly polished coins. 5 Gathering firewood results in a visit from an angered undead treant. (Use normal statistics, but the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
supernatural gift (see chapter 7 of the Dungeon Master’s Guide) — a charm that allows a character to cast the Galder’s tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
its release with the location of its hidden treasure: 1,000 gp in brightly polished coins. 5 Gathering firewood results in a visit from an angered undead treant. (Use normal statistics, but the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
supernatural gift (see chapter 7 of the Dungeon Master’s Guide) — a charm that allows a character to cast the Galder’s tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
its release with the location of its hidden treasure: 1,000 gp in brightly polished coins. 5 Gathering firewood results in a visit from an angered undead treant. (Use normal statistics, but the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
shaft descends 60 feet to a flooded cistern 10 feet deep and 10 feet in diameter. Treasure. Any character who spends at least 15 minutes searching the bottom of the well’s cistern finds a holy symbol of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
shaft descends 60 feet to a flooded cistern 10 feet deep and 10 feet in diameter. Treasure. Any character who spends at least 15 minutes searching the bottom of the well’s cistern finds a holy symbol of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
shaft descends 60 feet to a flooded cistern 10 feet deep and 10 feet in diameter. Treasure. Any character who spends at least 15 minutes searching the bottom of the well’s cistern finds a holy symbol of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
lives. 28d. Concealed Spiked Pit The 10-foot-square section of floor at the end of this tunnel doubles as the lid of a 30-foot-deep pit with stone spikes at the bottom. Any creature weighing 50 pounds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
lives. 28d. Concealed Spiked Pit The 10-foot-square section of floor at the end of this tunnel doubles as the lid of a 30-foot-deep pit with stone spikes at the bottom. Any creature weighing 50 pounds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the
lives. 28d. Concealed Spiked Pit The 10-foot-square section of floor at the end of this tunnel doubles as the lid of a 30-foot-deep pit with stone spikes at the bottom. Any creature weighing 50 pounds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uses its Charm Ray to make the worm release it. 81–00 The beholder falls into a sinkhole as it succumbs to Halaster’s finger of death spell (see area 8). Nalfeshnees The sleeping demons can’t be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uses its Charm Ray to make the worm release it. 81–00 The beholder falls into a sinkhole as it succumbs to Halaster’s finger of death spell (see area 8). Nalfeshnees The sleeping demons can’t be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uses its Charm Ray to make the worm release it. 81–00 The beholder falls into a sinkhole as it succumbs to Halaster’s finger of death spell (see area 8). Nalfeshnees The sleeping demons can’t be
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
100 feet from top to bottom. They’re located 100 feet from the edge of the chasm and connected to it by tunnels. Each shaft features side chambers and small caverns, and has rope ladders for Karazikar’s slaves to move up and down them.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
100 feet from top to bottom. They’re located 100 feet from the edge of the chasm and connected to it by tunnels. Each shaft features side chambers and small caverns, and has rope ladders for Karazikar’s slaves to move up and down them.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
100 feet from top to bottom. They’re located 100 feet from the edge of the chasm and connected to it by tunnels. Each shaft features side chambers and small caverns, and has rope ladders for Karazikar’s slaves to move up and down them.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the bottom on the side opposite where the basket is hanging. The interior of the tower is empty except for a flight of stairs that spirals up the inside wall to an opening in the ceiling that leads to
dangles from the tower’s peak. Characters on the roof of the tower can look down into the basket and see the corpse of Wigglewog, the balloon’s bullywug pilot, who died in the crash. At the bottom of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. She occasionally leaves to hunt but spends most of her time sleeping at the bottom of the mine. The kobolds rig their shared lair with numerous traps. Many parts of the mine still show signs of the
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the bottom on the side opposite where the basket is hanging. The interior of the tower is empty except for a flight of stairs that spirals up the inside wall to an opening in the ceiling that leads to
dangles from the tower’s peak. Characters on the roof of the tower can look down into the basket and see the corpse of Wigglewog, the balloon’s bullywug pilot, who died in the crash. At the bottom of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
another 06 Golden pendant charm shaped like a leprechaun 07 Tiny wooden box containing a croquet set sized for pixies or sprites 08 Tiny pair of sharp, iron scissors 09 Chess piece shaped like a
with corked ends at the top and bottom 52 Pair of green leprechaun boots tied together by their laces 53 Smoking pipe made from a tree root 54 Red cap that droops down to one’s shoulders when worn 55
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the bottom on the side opposite where the basket is hanging. The interior of the tower is empty except for a flight of stairs that spirals up the inside wall to an opening in the ceiling that leads to
dangles from the tower’s peak. Characters on the roof of the tower can look down into the basket and see the corpse of Wigglewog, the balloon’s bullywug pilot, who died in the crash. At the bottom of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall






