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Returning 35 results for 'bottom both diffusing contains return'.
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Spells
Player’s Handbook
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Magic Items
Dungeon Master’s Guide
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Mordenkainen's Fiendish Folio Volume 1
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
","rollType":"roll","rollAction":"Darkweaver Cocoon Contents"}
Category
1
Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the
Monsters
Icewind Dale: Rime of the Frostmaiden
himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain
its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
Monsters
Icewind Dale: Rime of the Frostmaiden
, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This Dzaan's Simulacrum;simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The sunken Netherese
tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Far Realm Parasite. Inside the lich’s torso dwells a wormlike parasite that contains the lich’s soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far
lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich’s revival by slaying the lich in a magic circle, thereby forcing the lich to return in
Monsters
Quests from the Infinite Staircase
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Monsters
Fizban's Treasury of Dragons
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
Monsters
Fizban's Treasury of Dragons
Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)
6
Espionage. Once I get paid for the
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)
6
Espionage. Once I get paid for the information I glean
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth of 30 feet. Lurking in the muddy water at the bottom of the cave is a trained hydra. The hydra refrains from announcing its presence or attacking until such time as Kuketh orders it to rise and
kill something. 21b. Kuketh’s Lair Ledge. A dry ledge 5 feet above the water line is strewn with bones, some with flesh still attached.
Kuketh’s Bed. The eastern end of the ledge contains a pile of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth of 30 feet. Lurking in the muddy water at the bottom of the cave is a trained hydra. The hydra refrains from announcing its presence or attacking until such time as Kuketh orders it to rise and
kill something. 21b. Kuketh’s Lair Ledge. A dry ledge 5 feet above the water line is strewn with bones, some with flesh still attached.
Kuketh’s Bed. The eastern end of the ledge contains a pile of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth of 30 feet. Lurking in the muddy water at the bottom of the cave is a trained hydra. The hydra refrains from announcing its presence or attacking until such time as Kuketh orders it to rise and
kill something. 21b. Kuketh’s Lair Ledge. A dry ledge 5 feet above the water line is strewn with bones, some with flesh still attached.
Kuketh’s Bed. The eastern end of the ledge contains a pile of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Fishery This small cave has a 10-foot-high ceiling and contains a 20-foot-deep pool with a crevasse at the bottom, through which cold water bubbles up from a natural spring. The thralls of the Ssethian Scourges use the sightless cave fish that swim here as a source of food.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
, the outline of a door on the south wall of each pit can be seen. Flooding Trap The first two pits are trapped, such that anyone trying the false door at the bottom causes a stone slab to slide across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Fishery This small cave has a 10-foot-high ceiling and contains a 20-foot-deep pool with a crevasse at the bottom, through which cold water bubbles up from a natural spring. The thralls of the Ssethian Scourges use the sightless cave fish that swim here as a source of food.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Fishery This small cave has a 10-foot-high ceiling and contains a 20-foot-deep pool with a crevasse at the bottom, through which cold water bubbles up from a natural spring. The thralls of the Ssethian Scourges use the sightless cave fish that swim here as a source of food.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
, and currently disused servants’ quarters.
Level 3 houses guest bedchambers and a torture chamber for “special guests.”
Level 4 contains Vizeran’s library and laboratory.
Level 5 contains the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
, and currently disused servants’ quarters.
Level 3 houses guest bedchambers and a torture chamber for “special guests.”
Level 4 contains Vizeran’s library and laboratory.
Level 5 contains the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
, and currently disused servants’ quarters.
Level 3 houses guest bedchambers and a torture chamber for “special guests.”
Level 4 contains Vizeran’s library and laboratory.
Level 5 contains the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
his own might and authority, and isn’t afraid of facing off against multiple enemies. Treasure The Watermaster hides his treasure in an unlocked wooden coffer at the bottom of the fish barrel. The coffer contains 80 sp, 45 gp, and a nonmagical platinum ring of elven design worth 100 gp.
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
his own might and authority, and isn’t afraid of facing off against multiple enemies. Treasure The Watermaster hides his treasure in an unlocked wooden coffer at the bottom of the fish barrel. The coffer contains 80 sp, 45 gp, and a nonmagical platinum ring of elven design worth 100 gp.
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
his own might and authority, and isn’t afraid of facing off against multiple enemies. Treasure The Watermaster hides his treasure in an unlocked wooden coffer at the bottom of the fish barrel. The coffer contains 80 sp, 45 gp, and a nonmagical platinum ring of elven design worth 100 gp.
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
trapdoor in area K81 through a one-way secret door into a flooded cell (area K74e). Characters who slide all the way to the bottom are deposited in the cell, but take no damage. The slide contains no handholds and is too slippery to ascend without the aid of magic.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
to climb up or down the pit with a successful DC 10 Strength (Athletics) check. The bottom of the pit contains moldy animal bones and other refuse discarded by the dwarves after their meals.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
trapdoor in area K81 through a one-way secret door into a flooded cell (area K74e). Characters who slide all the way to the bottom are deposited in the cell, but take no damage. The slide contains no handholds and is too slippery to ascend without the aid of magic.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.






