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Returning 35 results for 'boulder before decaying charges reveals'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Orcus
Legacy
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Magic Items
Candlekeep Mysteries
in the other. The figurine smells like decaying flesh, and this scent is detectable out to a range of 5 feet.
The figurine is a Tiny object with AC 17, 3 hit points, and immunity to all types of
damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) check notices a secret panel halfway down the hallway, large enough for a Small creature to fit through, or a Medium creature that is squeezing. The panel reveals a narrow shaft that once housed a
Boulder Trap At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
fraying silk cushions.
The air in here carries the stench of decaying fish. A lit brazier hangs from a rafter, providing the dwelling’s only light.
No bullywugs are present. Treasure. The small
wooden chest contains cookware, spices, old fishbones, and a mummified toad. A detect magic spell reveals an aura of evocation magic around the toad, and an identify spell or similar magic reveals what
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) check notices a secret panel halfway down the hallway, large enough for a Small creature to fit through, or a Medium creature that is squeezing. The panel reveals a narrow shaft that once housed a
.) Bone Boulder Trap At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
P1, they attract the attention of the treant and spiders dwelling on the ledge above (see area P3). Grotto Entrance. Inspecting the boulder reveals a hole dug into the loamy soil beneath it. The hole
side of the tree can enter through the east side of area P3, 60 feet up. P2: Hollow A ledge of interwoven roots and packed dirt hangs sixty feet above the hollow’s eastern half, and a boulder leans
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hundred feet of the tower (see map 3.14), add: A large boulder blocks the tower’s ground-floor entrance, and a horrible noise comes from within — a deep, guttural, dirge pouring from the lips of something
otherwise they keep their distance. Once the hawks attack, Moog can’t be surprised. Map 3.14: Old Tower 1. Lower Level Moog has parked a large boulder in front of the doorway. A Small character can squeeze
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
addition, twelve uncut rubies (worth 50 gp each) are being used as pieces for the board game. A successful DC 12 Wisdom (Perception) check reveals that the board resembles a partial map of the temple
, showing areas 1 to 22. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving for areas 4 and 5. Spending 2 charges also brings the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blade. 4 A planetar reveals itself to the characters and declares Atash a false emissary of the Sunweaver. 5 Possessed by a shadow demon, a high-ranking member of the Brightguard calls for the
characters’ arrest on charges of high treason. 6 Revolutionaries begin signing their graffiti with the symbol of the beholder Chesmare, a terror imprisoned in the Sky Prison. Astrologers approach the characters, afraid the sigils will set her free.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
detention must search for supplies as described below. Objective. Instructor Minexes directs the students to look for the lost supplies in the area shown on map 6.1. The characters and their charges must
the characters examine any of the crates except for the empty crate in area D5, they get an unsettling feeling. Detect magic reveals latent, sinister magic in the air, as well as a strange sense of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
An earth elemental materializes out
. The galeb duhr then animate and acknowledge the characters with a grave nod, before settling down in their boulder guise around the menhir. Gurnik delivers his promised blessings when the characters
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a
the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:
At will: animate dead (as an action
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
actually a sliding circular plate that reveals the bone boulder trap in that area. The plate is only apparent with a successful DC 24 Wisdom (Perception) check or a DC 18 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
reveals a key in its hand. (This fits the secret door leading to the treasure vault in area 38). The key can be easily claimed, but doing so disturbs the skeleton and causes a cylindrical object to dislodge
smudge; and the passage to area 26, starting about 20 feet south of the secret door in area 3. Manipulating Time Having a mechanical guide spend 1 or more charges in this area creates a 10 percent
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her and Jagu enough time to stamp out the flame of their campfire and make themselves scarce before the characters arrive. Atop a boulder-strewn plateau stands a circle of eight megaliths. In the
Argantle that they also consider the hag an enemy, she reveals the following: The korreds no longer hold large gatherings at Lockbury Henge. Argantle fears the consequences of Bitter End’s meddling and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sliding circular plate that reveals the bone boulder trap in that area. The plate is only apparent with a successful DC 24 Wisdom (Perception) check or a DC 18 Intelligence (Investigation) check. Door
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
, which they never did. Treasure. A successful DC 13 Intelligence (Investigation) check reveals a false panel in the corner of the floor. The false floor hides a steel shield with platinum filigree in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the vessel, and beyond that a hole punched through the bottom of the trench leads into area T3 20 feet below. Any other search of the ship reveals nothing except for ancient, rusted chain mail and
scraps of decaying armor not of Djaynaian design. T3: Broken Entry The hole below the ship extends through the ceiling of an ancient, hidden structure. Characters who have the Stonecunning trait can tell
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the
Scarlet Mire are caused by the glut of decaying bodies beneath the marsh’s surface. Crawling claws skitter through the marsh, grasping at any who pass through. Scarlet Mire is also inhabited by roving
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, but he turns hostile if they threaten him or his charges. Treasure The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a potion
of healing (superior) in a crystal and electrum flask (worth 250 gp). Four gold candelabras (worth 250 gp each) rest atop the table. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is hidden in the niche along with the potion.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Rusted weapons lie scattered on the ground.
A hulking, crudely formed figure made of gray clay charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from
. Careful examination of the floor reveals many cracked bone fragments among the stalagmites. Once the lair of a chimera, this cavern is now home to Lludd, a clever and long-lived behir who ousted the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
monasteries are full of decaying, dying, and dead animal and plant specimens, which they study with detached interest. They frequently purchase rare specimens from adventurers and merchants that they
dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don’t ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sense of claustrophobia. A successful DC 14 Intelligence (Arcana or Nature) check reveals that the tunnels were not created by hand, claw, or tool, but rather by magic or another strange effect; if
of one of the pools like an oil slick. M9. Transformation Chamber New scents greet you here: the musty funk of decaying fabric and old furs, and the smell of rot lingering in the stagnant air. Thick
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from the creature’s chest.
The figure is a clay golem created by Iggwilv to destroy intruders. The golem
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
find 1d6 + 4 charged cells, each holding 20 charges. These are useful for powering the elder monks’ force pikes, or for temporarily powering a brain in a jar’s canister so it can be detached from the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
highest levels of artistry, stone giants compete in games of boulder hurling and catching. Their rock-throwing skills suit stone giants well when they have cause to defend their homes or attack enemies
. But even where boulder tossing is concerned, artistry is fundamental to the effort. A stone giant hurling a boulder isn’t only performing a feat of strength but is also striving to display consummate
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Moonwood” section). Map 3.8: One Stone View Player Version Ancient Relic Casting a detect magic spell on the boulder reveals an aura of transmutation magic emanating from it. The boulder itself is a
buried remains of the tribe’s honored dead. The upper tier is shaped like a sky pony (a pegasus), though the form of this feature is readily apparent only from the air. A round, 15-foot-diameter boulder
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Three deathlock wights (see appendix B) oversee six skeletons. They attack intruders. Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple magical effect to control
unconscious while on a bridge has a 50 percent chance to fall into the pigpen. Enchanted Pillars. A detect magic spell reveals that each pillar radiates an aura of enchantment magic. Any humanoid that
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
read or write without being disturbed. Treasure. If the characters search this area, a successful DC 15 Wisdom (Perception) check reveals several small hidden drawers in the frame of one of the day beds
. Inside one of the drawers is a gem of brightness with 10 charges remaining. C17. Grand Lounge This spacious lounge is decorated to an arcano-biologist’s tastes. Paintings of strange magic creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Yinark. A detect magic spell reveals an aura of divination magic around it. A creature seated on the throne has advantage on Wisdom (Insight) checks. For information on Wyllow, see the “Wyllow” section at
archdruid dislikes. If a rose is chosen, a daisy grows instead. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff has 10 charges and regains 1d6 + 4 expended
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants Stone boulder 750 lb. Stein Thrym Frost giants Steel greataxe (missing) 750 lb. Ise Surtur Fire giants Iron greatsword 800 lb. Ild Memnor Cloud giants Mithral spear 600 lb. Skye Stronmaus Storm
detect magic spell reveals an aura of conjuration magic around the archway, but nothing happens when something enters the mist While the archway is inactive, cold rock wall can be felt beyond the churning
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
floor is covered with decaying vegetation. Three small mushroom-folk are working amid the filth. In the southwest corner of the cave, a bulbous object the size of a cart clings to the wall and
amid the other pieces and breaks open, releasing a fire snake from this stony egg. Seeing the characters only as fuel, it attacks them at once. Breaking the fire crystal also reveals the reason the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is
reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical properties:
Undead within 30 feet of the figurine can’t be turned. Dead






