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                        Returning 35 results for 'cage warded remain'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     ground hold the target in place. The target has the Restrained condition and canât be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation
                                                
                                            
                                                
                                                     and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute
                                                
                                            
                                                
                                                    âs spells, legendary actions, and breath weapon manifest luminous patterns of geometric light. These take various forms, such as an interlocking cage around the target of a spell or a wave of infinitely replicating fractal swirls in the area of her breath.Force, Psychic
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be
                                                
                                            
                                                
                                                     a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     has the Restrained condition and canât be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
                                                
                                            
                                                
                                                     of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     has the Restrained condition and canât be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice
                                                
                                            
                                                
                                                     of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     desk are ink pots and ink-stained quills. Dangling from a rafter near the desk is a rusty cage that holds three folded paper birds flitting about like moths.
 Endelyn writes her correspondence on
                                                
                                            
                                                
                                                     poisoned conditions. They deal damage by slicing creatures with their sharp edges (the attack is otherwise identical to the hawkâs Talons attack). The cage contains three folded birds that Endelyn has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     least one of the bears (of your choice) to remain with the party for the duration of the adventure. Feeding the bears first provides advantage on this check. Manipulating Time Having a mechanical
                                                
                                            
                                                
                                                     guide spend 1 charge in this area causes all the cage doors to rust with age and weaken, allowing the bears to break free. There is a 50 percent chance that both polar bears also age into undead versions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     each of barn owls, horned owls, screech owls, and snowy owls. Against one wall, a huge cage holds a giant owl. In addition, several terrariums hold live mice, lizards, and small snakes used as food
                                                
                                            
                                                
                                                     character who succeeds on a DC 18 Wisdom (Animal Handling) check can convince at least one of the owls (of your choice) to remain with the party for the duration of the adventure. Feeding the owls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     large chamber. The light of campfires shows a natural platform where five derro are droning a cacophonous chant. A two-headed dog stirs inside a cage, while another derro nearby plays with a crossbow and
                                                
                                            
                                                
                                                     the demon lord. The cage by the tunnel holds a death dog, watched over by a nervous derro cultist. Atop the platform, Narrak and four more derro cultists are performing a ritual around the statue at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     leather now. At their feet lay obsidian spearheads and bits of rotted wooden shafts. Behind these figures are archers, in a scattered formation. Few of them remain standing. Their arrows are gone, but they
                                                
                                            
                                                
                                                     protection from turning. Covered Sedan. Inside the curtained portion of the litter are the skeletal remains of a human, his arms are shackled to an arm of the sedan. In his rib cage can be found three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     shushes them again. If asked why itâs important to remain quiet, he says: âTwo serpents are asleep in the brambles, just outside the tower door. If you awaken them, they might put the squeeze on you
                                                
                                            
                                                
                                                     around the birdcage. While Sir Talavar is in it, he canât cast spells, but he can use his Euphoria Breath. The cage is locked and canât be destroyed, and its lock canât be picked. A knock spell or similar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . It has darkvision and truesight out to a range of 60 feet, but it canât perceive any creature warded by a nondetection spell or similar magic. The skull canât move or be moved from its space, and it
                                                
                                            
                                                
                                                     spellbookâs pages have been torn out. Written on the few pages that remain is the following meager collection of spells: disguise self, levitate, nondetection, and unseen servant.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     all that remain in this large room. Words are carved into a double door that leads south. Doors also exit to the east and west; the one to the west bears a large âXâ in dark red.
 The tunnel from the
                                                
                                            
                                                
                                                     are of duergar make. A character proficient in History also realizes the duergar clan that once used these marks is long gone, overwhelmed by mind flayers many generations ago. G3: Cage Workshop Stamps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     weapon manifest luminous patterns of geometric light. These take various forms, such as an interlocking cage around the target of a spell or a wave of infinitely replicating fractal swirls in the area
                                                
                                            
                                                
                                                     immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     tools used for flensing, as well as a scrimshaw goat small enough to fit in a characterâs hand. The scrimshaw goat is worth 25 gp. L3. Caged Townsfolk A huge, slatted animal cage, with a locked gate
                                                
                                            
                                                
                                                     attached to it by rusty hinges, stands against the west wall of this chamber. Trapped inside the cage are two shivering humans in cold weather clothing. They look fearfully at you.
 Garagai built the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     aarakocra are alert but remain perfectly still; they do nothing other than defend themselves and obey Sansuriâs commands. Any creature that jumps or falls into the hole plummets to the ground far below unless
                                                
                                            
                                                
                                                    . 7. Griffon Aviary Haphazardly arranged about this untidy room are five tall wooden cages. Five griffons are kept here, one locked in each cage. The griffons peck and scratch at their cages, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     the lower level, and heads to areas 31 and area 28 to warn his parents. The ogres remain behind, covering his retreat if necessary. 18. Foundry, Upper Level This area is incredibly hot, and characters
                                                
                                            
                                                
                                                     hounds are confined in the north cage, three in the south cage. Each cage door is held shut with a simple latch; a creature can use an action to unhook it and open the cage. The hounds are trained to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     giant leading them utters a command phrase in the Giant tongue that unlocks and opens the adamantine doors to the Vonindod assembly hall (see area 28). These reinforcements remain in the assembly hall
                                                
                                            
                                                
                                                     held together with clay. The inside walls are made of smooth clay painted with colorful murals of breathtaking landscapes. The yakfolk imprison their workers in iron cages at night. Each cage is fitted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Dhaerlost (NE male Illuskan human mage with a wand of fireballs), who believes that the frost giants are his best shot at obtaining the Ring of Winter. He tries to remain close to Storvald, but the
                                                
                                            
                                                
                                                     of the lodge has a pitched roof. A wide triangular opening in the west wall allows wind and snow to enter. Near this opening, hanging from a chain bolted to a rafter, is a 20-foot-tall wooden cage that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . The kettle and the cauldron never run out of tea and hot soup, provided they remain inside the palace grounds. A creature that drinks both the tea and the soup gains 10 temporary hit pointsâa benefit
                                                
                                            
                                                
                                                    . Shon is afraid of the league but has come to an agreement with its leader, Kelek: the league will allow Shon to remain at his post, and in exchange, Shon (and his spider) will use the library to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     of the keep prepare for battle but remain where they are. They cannot be surprised, and any ability checks to convince residents that intruding characters are not a threat are made with disadvantage
                                                
                                            
                                                
                                                     mage armor and stoneskin if he hasnât done so already. Drivvin fights to the finish to defend his sister. Shrine of Lolth. This shrine resembles a 6-foot-tall cage of polished silver webbing with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     this room, two remain awake, and two work in area M7. The two monks who remain awake watch to make sure no one sneaks out to raid the kitchen or the distillery, or otherwise behaves inappropriately
                                                
                                            
                                                
                                                     padlock securing a swinging gate. Inside, a number of prisoners huddle on miserable straw pallets.
 The cage door leading into each of these pens is locked. Jurth (in area M18) holds the key. Forcing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     decrepit wooden gateway. The gates that sealed this entrance are rotted away; only their rusted iron hinges and reinforcing bands remain. In their place are heaps of human skulls. Picked clean of all
                                                
                                            
                                                
                                                     flesh and bleached white by the sun, they grin up at you from the roadway and down from atop towering mounds.
 The skulls are all that remain of Mbalaâs former residents. The citizens were devoured by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
                                                
                                            
                                                
                                                     burgomasterâs residence is a chamber of horrors dedicated to chastisement and correction. From the outside, the three-story manor looks like an elaborate, menacing cage. A reddish glow emanates from a pair of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     1 round after the door is opened. Development. The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals
                                                
                                            
                                                
                                                     âcratedâ here. The hell hounds canât leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     fragments of the jaw is a spherical white onyx (15 gp). Strands of hair still remain on the skull, gathered into black obsidian and red pipestone tubes (worth 50 gp as a bunch). Above the mask, on the
                                                
                                            
                                                
                                                    ). Draped over the rib cage is a breastplate made of loops of tubular jade interspersed with bone dividers (protects like studded leather, worth 200 gp). Scattered around the neck and through the rib cage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities remain a mystery â with a curious exception. We know that at some point during this
                                                
                                            
                                                
                                                     approach too close, however, lest you stumble into the invisible barrier â a âforce cage,â I am told â that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Encircling the hall at a height of fifteen feet is a wooden mezzanine that can be reached by a cage elevator in one corner. West of the dining room is a cozy niche with a fireplace, three padded
                                                
                                            
                                                
                                                     going up.
 Between 1 p.m. and 5 p.m., Sythianâs students relax here. Three quasits lurk by the stuffed wolf and use their Invisibility action to remain unseen. They attack characters who try to break
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     they remain sulking under the waterâs surface. Determined not to stand for further intrusion, the Elementals rise to attack anyone other than cultists. The water weirds consider the water elemental
                                                
                                            
                                                
                                                     bucket and a small heap of filthy blankets.
 The planar scholar Eldon Keyward occupied this cell for many miserable days. He was taken to the ritual cage in area C26, so his cell isnât locked. Eldonâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     of the roof is gone from the belfry beneath the upthrust spire, but portions of the walls and their arched windows remain. A seaweed-tangled staircase descends deeper into the flooded tower.
 Warded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     steps to reach the top, but those steps are warded against intruders (see below). Moreover, the Far Realm friends and the goblins fighting for Splugoth attempt to stop the characters from reaching the
                                                
                                            
                                                
                                                    ) check to jump safely over it. Moving past the rune otherwise deals 5 (1d10) necrotic damage to a creature and teleports it back to the cavern entrance. The runes remain active until disabled. Planar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     that unlocks this door. T3: Gem Room This room contains open crates of gems sorted by color and type. Most are neatly faceted, though a few remain uncut.
 Guards. This room is part of the guard rotation
                                                
                                            
                                                
                                                     and feathers. Chirps, grunts, and howls fill the air.
 Cages. Each cage has a door held shut by a rudimentary latch. One contains exotic birds. Another holds two giant lizards and six flying snakes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     the trap, but they are warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom (Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana
                                                
                                            
                                                
                                                     a successful DC 15 Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 (1d10). Once a character succeeds on the check, someone must remain next
                                                
                                            
                                        






