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Returning 35 results for 'center while releases'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
tempest is always at the center of a storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Elder Tempest
Legacy
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Monsters
Mordenkainen’s Tome of Foes
attacks when it flies out of an enemy's reach.
Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
Living Storm. The tempest is always at the center of a
":"damage","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores
"} psychic damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
erodes the strength of the party). Three large chests are affixed firmly to the floor; the western one is gold (plate covering iron), the center one is silver (plate over iron), and the eastern one is
of oak bound with thick bronze bands. Each is about 4 feet long, 2 feet wide, and 3 feet high. Gold. Opening the gold chest releases a swarm of poisonous snakes that slither out and attack next round
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
center of which is a long-buried meteorite.
6 A magical portal to another plane of existence releases dangerous energy—and sometimes creatures—into the area.
7 The area was a battlefield
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
receiving the guidance of the gods in their battles to keep their homeland free from invasions. In the center of the wall is a painting of a pyramid with a temple atop it and the sun shining over the land
triggers a pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that releases a set of horizontal bars—closing off the archway and trapping the interloper. The character can
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
are also set up at the top of this stage for petty criminals to be publicly humiliated. At the agora’s center stands a grand fountain with a larger-than-life sculpture depicting all the gods sharing a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adirohit’s Retribution When Jijibisha Manivarshi is destroyed, all is silent for a moment before a voice drifts from beneath the tree stump at the center of the Forest Heart. “You out there!” calls a
the characters releases Adirohit. However, Amanisha urges the characters to consider cautiously. Through roleplaying or by succeeding on a DC 12 Charisma (Persuasion) check, a character can convince
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
50. Mirror of Life Trapping Any creature teleported here from area 48 appears in a random spot near the center of the room and facing west, much to its peril. This dusty room is fifteen feet square
or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters might stumble across him as they explore his chambers. 2a. Water Pump In the center of this room is a rusted iron hand pump and a deep stone basin. This pump draws water from a spring
tries to break or smash the lock, the mechanism releases a small bolt of lightning that deals 10 (3d6) lightning damage to the creature tampering with it (no saving throw). The chest is empty except for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
out of an enemy’s reach.
Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
Living Storm. The tempest is always at the center of a storm 1d6 + 4
save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and
failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the floor forms a craterlike depression filled with inky muck. From the center of the pit rises a jagged amber monolith. A faint glow issues from within, backlighting a vague, elusive shape.
The
amulets bearing the Mark of the Raven (each worth 5 gp). Development. If Mara is destroyed, the cavern releases a mighty sigh. The house remains awakened, but the domain’s borders open. Mara re-forms
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, while herds of bison, gazelle, and goats wander the surrounding plains. In the distance, rock formations encircle a broad crater.
The crater at the center of Heart Delta is called the Hollow. Here
murky streams doze groups of wolves, tigers, hyenas, crocodiles, and more. A fang-shaped peak rises at the center of the wilderness, its surface etched with paths and caves.
Sapient predatory
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
the Incredible): Purveyor of antiques and imports A skeleton draped in rags lies atop a marble slab in the center of the crypt. Piled all around it, covering the floor, are heaps of old baskets
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
center of the chamber. A hunched sahuagin floats near the bottom of the stairs, its dark green robes waving gently in the water.
A sahuagin champion is preparing four sahuagin coral smashers for patrol
dome, slightly convex, rests on the four edges of the gallery and arches over the arena, so that at its center the dome is about 40 feet above the arena floor. Gallery. The gallery is tiered on three
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->Mythic Odysseys of Theros
shown in map 4.3 sits at the center of a graveyard, which consists of underground tombs that hold urns of ashes, individual burial plots, and a mass grave for those who couldn’t afford better. The ground
removes limbs from corpses to build an congregation of flesh golems he can’t control.
4 A gate to the Underworld releases a bloodthirsty Underworld cerberus (see chapter 6) into the graveyard.
5
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
net falls when a creature in area 2 releases the rope that holds it in place. The net can easily be spotted by anyone who looks toward the ceiling. When a creature releases the net, a 10-foot-square
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
warrior adorns its lid.
A mummy rests in the coffin, clutching a +1 Rapier to its wrinkled chest. If disturbed, the mummy awakens, releases the rapier, and attacks. B32: Ankheg Den Three empty coffins
trapdoor to the fifth tier (see area B40) and the ramp to the third tier (see area B27). B34: Master Thief’s Burial Room An elaborate jeweled coffin rests in the center of this otherwise bare room.
A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
handle of the door is connected to a hidden wire that releases a large stone above the door onto anyone who tries to open it. A character who has a passive Perception score of 16 or higher notices the
widens into an unfurnished and undecorated thirty-foot-square chamber. Standing next to one another in the center of the room are two enormous skeletal guardians; their heads feature prominent horns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
dimly lit lounge. At the center of the room is a circular bar. Liquor bottles on shelves flash colors in time with faintly playing jazz, while a frost-blue devil pours drinks behind the bar.
The
into darkness.
A stalagmite rises from the floor in the center of the room. A similarly sized stalactite hangs from the ceiling directly above it. The space between the two is occupied by a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
center, forward of the mast, a jolly boat is lashed to the deck with ropes.
Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow’s nest above.
Two human figures
a crew member (bandit). 2. Forecastle A massive shape in the center of the deck area must be the ship’s capstan. From it, the anchor chain runs down the chain vent to port of the prow.
Standing near
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters roll initiative. If the characters attack or otherwise interrupt Grottenelle before the start of her first turn, the summoning fails. Otherwise, a glabrezu appears in the center of the pentagram
tactical maps and schematics. Gathered around a paperwork-covered table in the room’s center are several cloaked figures as well as a horned, winged devil with a whip on her belt.
Robson Michel Jolera
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, north, and east walls. Each depicts an armed dwarf. The eastern and western ones carry axes and shields. The center statue is armed with two axes. The ceiling rises in a dome almost thirty feet above
the entrance stairs to the stone wall behind the east statue. Statue Trap. The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gray mist.
In the center of the chamber is a black gate.
Fiendish Skulls. The fiendish skulls are imbued with powerful magic. When any character steps into a skull’s mouth, macabre laughter
center of this chamber, the walls of which glow dimly with golden light. Six cracked pillars support the crumbling ceiling, each carved in its lower portions to resemble a four-armed gargoyle
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mine, read the following text: The mine’s entrance leads into a large cavern supported by wooden beams. At the chamber’s center, a derelict wooden elevator rattles in the wind that rushes from the
undoes the straps.
This chamber is the workspace of Teocín, a cult fanatic dedicated to Pazuzu. As soon as the characters enter, Teocín releases the two ghouls on the tables and joins them as they
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
center of the room, loosely gripping a sword that points at one of the doorways.
The skeleton belonged to a Humanoid explorer; its sword points toward the west exit. Characters teleported to this
corridor. P14b. A +1 Warhammer lies near a heavy plank door in this clear stretch of corridor. P14c. A tiny ring made of fine silver lies on the floor in the center of this corridor. The ring is a cursed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the dial can be easily removed from its spoke inside the stone block. However, removing the dial releases a corrosive gas trapped within the block. The gas escapes through tiny holes hidden behind
flickering light across hieroglyphs carved into the tiled floor. At the center of the room, a gold-inlaid funeral barge stands atop a three-foot-tall stone dais. Resting on the deck of the barge is a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.”
This is a clue for opening the door in area T4. T3: Tomb Entrance This hallway has been partially excavated. Lifted stone lids reveal a ten-foot-deep pit filled with spikes in the center of the
necromancy magic. Necklace Trap. The first time a creature touches the necklace, it releases a burst of deathly energy in a 5-foot-radius sphere. Each creature in that area must make a DC 22
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
near the center of the cavern. Treasure. Loose coins amounting to 500 gp, spilled from a rotted sack, are scattered around the frost giant skeletons. Note that the monsters at area 4B will attack any
in the center of the main cavern. 5. Entrance Cavern Hidden by a camouflaged boulder from prying eyes, this chamber is the actual entrance to the jarl’s complex. It is always guarded by a frost giant
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct draft drawing the smoke up through a rough hole in the ceiling
center of this impressive chamber, and the walls are carved with images of dwarves at their forges. Two large stone doors exit to the north and south. Several old skeletons lie scattered near the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
ceiling. Occupying the center of the chamber is a colossal monument resembling a giant’s table, covered on all sides with intricate carvings and glyphs. Engraved on the floor in front of the entrance is a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, revealing huge structures at its bottom. 2 A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths. 3 An eccentric aristocrat
Brobdingnag, where everything is twelve times its usual size, from people to rats. In Jules Verne’s Journey to the Center of the Earth, explorers discover a subterranean world where giant-sized people
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
comfortably at round tables with stout wooden chairs or at rectangular tables with benches. A dozen soft, cushy armchairs encircle the fireplace in the center of the room. The Hearth’s patrons are a mix
, four 2nd-level spells, and six 1st-level spells (20 spell levels total) costs 1,000 gp to copy over to a new book. Works of the Avowed. Each year, Candlekeep releases a small book stamped with the






