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Returning 35 results for 'center cover'.
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Monsters
Bigby Presents: Glory of the Giants
damage and has the prone condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud’s center point.
The cloud’s
half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X34. Wizard’s Bedchamber A white marble bed stands in the center of this bare stone room, its mattress long since rotted away. Golden hawks perch atop the bed’s corner posts. The room’s remaining
furnishings have been reduced to dust-covered heaps. Cobwebs cover arcane sigils carved into the walls. The ceiling here is 10 feet high. The sigils that cover the walls were once wards designed to
Ancient Deep Dragon
Legacy
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monsters
Fizban's Treasury of Dragons
in the center of a vast underground salt lake.
Deep Dragon Lairs
Deep dragons make their lairs in the recesses of the Underdark, often near the settlements of people with whom they have
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. War Wizards Gish live and train in this section of Crèche K’liir. 17a. Gish Study Furnishings. Six cushioned chairs form a circle around a brazier of purple fire at the center of the room.
Gish
worth 50 gp. 17b. Gish Quarters Beds. Six beds framed in white metal stand in a row down the center of the rough-walled room.
Gish. Two female githyanki gish (see appendix A) named Evir and Hraznin
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
west side of the castle has been reduced to a pile of smashed brick and broken wood. The surviving buildings are blackened by soot. At the center of the castle grounds, the High Hall cathedral stands
still oozing from their bite wounds. As the characters approach the center of the courtyard, they see two hell hounds standing guard in front of the cathedral doors. These fiends have been instructed by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaign’s starting area (see “Creating a Campaign,” later in this
chapter) or any location where you expect to track the adventurers’ movement in hours rather than days. The ground cover of an area this size will include broad stretches of one predominant terrain type
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
imaginary lines, an obstruction must provide total cover. Cone A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
adventurers called the Swords of Leilon. When the House of Thalivar released its monsters, the Swords fought to cover the escape of the townsfolk. They died, becoming ghosts bound to Leilon’s ruins
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
knight in area 15b investigates. This cavern has the following features: Straw Dummies. Straw dummies crafted to resemble mind flayers stand near the center of the chamber.
Apparatus. A large
climbing apparatus made of black steel is mounted to one wall.
Inscriptions. Gith inscriptions cover the remaining walls. (They recount crimes perpetrated by the githzerai and the mind flayers against the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
all the gods are usually honored in these forums with statues or other works of art. Agora Adventures An agora is the perfect location for adventures where roleplaying takes center stage. The
characters could use the crowd as cover for a clandestine meeting or as an audience to rally to action. A simple shopping trip in an agora can turn into an adventure when a thief steals from the characters or
Compendium
- Sources->Dungeons & Dragons->Divine Contention
center to conduct his mystical studies. The House of Thalivar was topped with a planar beacon that lured creatures from other planes into the structure and trapped them there. After Thalivar mysteriously
by a loosely organized group of adventurers called the Swords of Leilon. When the House of Thalivar released its monsters, the Swords fought to cover the escape of the townsfolk. They died and became
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Areas of Effect Left to Right: Line, Cone, Cube, Sphere, Cylinder
*Point of Origin Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once
, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9. Cone A cone extends in a direction you choose
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
ships can’t traverse the town’s shallow mud flats) to be transported to cities all over the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center
called the Swords of Leilon. When the House of Thalivar released its monsters, the Swords fought to cover the escape of the townsfolk. They died and became ghosts bound to Leilon’s ruins. They now watch
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
footprints you’ve been following continue through these caves. In the center of the floor in the first cave is a human-sized boot.
The ceiling is 15 feet high, but the webs cover the top five feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hidden under these bone heaps are eight ghouls, two in each pile.
Equipment. Rusted operating tools and dried-up alchemist’s supplies (no longer potent) cover five wooden trestle tables in the middle of
the room.
Mirror. A tall oval mirror in an engraved stone frame hangs in the center of the north wall.
Pneumatic Tube. Fastened to the west wall is a copper tube that disappears into the ceiling
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
hard on new recruits.” (True)
DM Secret! Ivlis secretly leads the Cult of Chaos, an evil cult that feeds on destruction and disarray. Her supposed religious journey is a cover for her occult
for the next 24 hours.
Sanctuary. This spiritual center can accommodate dozens of worshipers. Fazzir delivers sermons from the altar each dawn. His simple lessons appeal to a variety of religious
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and pale as linen cover a shapely female form lying atop a marble slab in the center of this dusty, web-filled crypt. You hear a voice issue from the darkness. “My love, have you come to set me free
Artista DeSlop—Court Ceiling Painter The domed ceiling of this crypt is painted with an image of imps holding bouquets of colorful flowers. A skeleton draped in rags lies atop a marble slab in the center
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. An ancient wooden table surrounded by matching benches stands at the room’s center, near an ornate spiral staircase that climbs through the ceiling above. To the north are statues of githzerai
, leaving out the last sentence if the nycaloth is invisible: A sizable desk stands opposite the door in this stuffy study. Cabinets, crowded bookshelves, and maps of the Outer Planes cover the room’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
corner, while archways leading into dark interior spaces pierce the center of walls to the east, north, and west. Carved into the rock above the northern arch is a row of windows.
If the characters
itself, gathers its glaive from behind the dais, and uses the statue of Sharindlar for cover while casting spells, doing its best not to affect its allies. The oni reveals its true form only if doing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, a githyanki knight with 140 hit points, stands at a 5-foot-diameter round table in the center of the room, poring over reports written in Gith that document recent clashes with the mind flayers on
. Zolcharrx, ever loyal, fights to the death to cover Al’chaia’s escape. Characters who understand the Gith language can translate the battle reports in Al’chaia’s custody with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ceiling, two each to your left and your right.
This area is empty, quiet, and peaceful. 21. Blademaster’s Quarters Dark green tiles cover the walls and floor of this room, and the ceiling is tiled
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on the floor near the center of the room. An odd array of stone monoliths — some upright standing stones, and others arranged in three-stone arches — stand around the chamber. Six low stone slabs are
uses the stones in the chamber for cover, but he has no intention of fighting to the death. If this place has been discovered and he can’t swiftly and easily eliminate the intruders, Larrakh tries to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
degrees of success. So you could decide that an attack roll of 11 or 12 lands in the outermost ring, a 13 or 14 hits the next ring closer to the center, a 15 or 16 hits the third ring, a 17 or 18
rules cover what happens on a natural 20 (it’s a Critical Hit) or a natural 1 (it always misses). Resist the temptation to add additional negative consequences to a natural 1 on an attack roll: the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
unobstructed floor space is directly in front of the doors on the east and west walls. In the center of this clutter stands a great black desk. A figure crouches atop a tall stool, scratching on a
room and succeeds on a DC 15 Intelligence (Investigation) check finds a book with a bloodstained leather cover. The pages of this book have been hollowed out, creating a hole in which Lief has hidden
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the
, ready to emerge and attack when commanded to do so. While inside the cask, they have total cover against attacks that originate outside the cask. Twig Blight The druid is poisoning the fermentation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
either end lead to the top of the tank. Participating characters are directed to take places near the preparation tables at the center of the tent. Sid welcomes the crowd and enthusiastically
; “Three… two… one… start!” At this point, the characters and prawns should roll initiative. Bean Preparation. Massive bundles of green tree beans cover both preparation tables. Participants must chop or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The combined effort of two characters with a total Strength of 30 or higher is needed to pry back each arm, taking 1 round to move each one. After a victim has been trapped for 5 rounds, the cover to
a 5-foot-square pit starts to drop open. The pit is lined with spikes. The cover fully opens in 2 rounds, at which point the arms swiftly spring back into the lintel, releasing any victims to plummet
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
touched to a given surface and in the presence of other light eventually spreads to cover the entire surface. If a creature falls into the well and is pulled out, the liquid light clings to a small portion
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
followers of Yurtrus and Shargaas are relegated to the deep, dark recesses of the site, away from the rest of the tribe. At the center of the camp is the tribe’s war hearth. Once a war hearth is lit
worship Gruumsh and Ilneval occupy the main area of the complex, a large cavern that has the war hearth at its center and a shrine to Ilneval along the perimeter. The focal point of the shrine is a blood
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cover the walls and floor of this room. In the center of the room sits a table with a small bench beside it. A coffer is propped in the northeast corner, its open lid leaning against the wall.
A
high and five feet wide. The surface of the doors is featureless, with no visible handles, except for a rectangular aperture six inches wide by four inches high cut in the center of the left-hand door
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
vanish when reduced to 0 hit points. G2: Southwest Tunnel Warped cart tracks run down the center of this worked stone tunnel. Here and there, rockslides cover the floor where segments of wall have
rush to attack. Track Turntable. The mine track turntable can be controlled from a panel at its center, but it was damaged during the cave-in. A character who uses an action to operate the simple
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
watches the dog nervously.
A green glow rises suddenly from a magic circle at the center of the platform, where a small humanoid statue is the focus of the chanting ritual. As you watch, a lump
its center. (Statistics for Narrak and the derro can be found in appendix C.) The cultists’ chanting is punctuated with Narrak calling out the name “Demogorgon!” Also atop the platform, resting
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
using the couch and table for protection, a creature gains half cover. The cabinets are empty. T4c. Garra’s Bedroom When the characters enter this area, read the following boxed text to the players
: A frantic gnoll is picking up papers from the floor to throw into a burning brazier at the center of the room. Beyond the brazier, Sergeant Vilroy is bound at the hands and feet with rope, lying
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
areas, creating a hodgepodge appearance. A flat area in the center of the roof provides a platform for defense, with the surrounding roof peaks providing cover.
The slate tiles are strong enough to
forged an unholy pact with the demon lord Orcus. He and his crew never left survivors of their attacks, and his ship, Tammeraut, was the scourge of the seas. 23. Roof Heavy, overlapping slate tiles cover






