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Returning 35 results for 'centered warded resting'.
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Monsters
Bigby Presents: Glory of the Giants
all in Surtur’s name—the volcano rumbles and spews molten rage.
If intruders disturb its resting place, the Cradle of the Fire Scion;fire scion's cradle rises as a bipedal juggernaut of
-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Lava Geyser", "rollDamageType":"fire"} fire damage.
Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Khazan’s Spell Drain Khazan warded his tower so that he alone could cast spells near or within it. The effect is identical to an antimagic field centered on the tower and extending 5 feet from it in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Khazan’s Spell Drain Khazan warded his tower so that he alone could cast spells near or within it. The effect is identical to an antimagic field centered on the tower and extending 5 feet from it in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue’s resting place is
.
The second 10-foot square along these stairs is warded by magic like that of a glyph of warding spell (save DC 17). If the glyph is triggered, nothing happens until a creature moves onto the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue’s resting place is
.
The second 10-foot square along these stairs is warded by magic like that of a glyph of warding spell (save DC 17). If the glyph is triggered, nothing happens until a creature moves onto the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mountain path, or it might be surrounded by a fence the hag builds out of posts capped with magically warded skulls. Often, a lair reflects the outlook of its primary inhabitant — a murderous hag’s home
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mountain path, or it might be surrounded by a fence the hag builds out of posts capped with magically warded skulls. Often, a lair reflects the outlook of its primary inhabitant — a murderous hag’s home
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are touched or damaged, the sun’s smile fades to an inscrutable expression, and it emits tremendous heat in a 20-foot-radius sphere centered on itself. Any creature that starts its turn in the area
once. Each creature in a 20-foot-radius sphere centered on the exploding necklace must make a DC 15 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are touched or damaged, the sun’s smile fades to an inscrutable expression, and it emits tremendous heat in a 20-foot-radius sphere centered on itself. Any creature that starts its turn in the area
once. Each creature in a 20-foot-radius sphere centered on the exploding necklace must make a DC 15 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sphere centered on it. The fire spreads around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) fire damage on a failed saving throw, or half as much damage on
a successful one. The glyph disappears after it is triggered. Uld’s Resting Place A detect magic spell reveals an aura of transmutation that emanates from one of the stone coffins on the underground
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gas that fills a 15-foot cube centered above the chest (filling the entire pit). The gas instantly corrodes and destroys all nonmagical metal that comes into contact with it, including armor and
glass eyeballs resting on a red cushion. One eyeball is pale green and the other is pink. Crystal Eyes. The nonmagical crystal eyes are two of the ten keys needed to open the vault of the beholder (area 44).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gas that fills a 15-foot cube centered above the chest (filling the entire pit). The gas instantly corrodes and destroys all nonmagical metal that comes into contact with it, including armor and
glass eyeballs resting on a red cushion. One eyeball is pale green and the other is pink. Crystal Eyes. The nonmagical crystal eyes are two of the ten keys needed to open the vault of the beholder (area 44).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sphere centered on it. The fire spreads around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) fire damage on a failed saving throw, or half as much damage on
a successful one. The glyph disappears after it is triggered. Uld’s Resting Place A detect magic spell reveals an aura of transmutation that emanates from one of the stone coffins on the underground
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dour elf queen watches over a small beach. The statue’s eyes are magically warded to alert the dragon of intruders. Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have
vanishes. Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dour elf queen watches over a small beach. The statue’s eyes are magically warded to alert the dragon of intruders. Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have
vanishes. Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the center of the north and south walls. These slits are 3 feet high but only a few inches wide, so they’re too small to allow passage or let much more than a little dim light in. Resting at the
“crated” here. The hell hounds can’t 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->Acquisitions Incorporated
the center of the north and south walls. These slits are 3 feet high but only a few inches wide, so they’re too small to allow passage or let much more than a little dim light in. Resting at the
“crated” here. The hell hounds can’t 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->Tomb of Annihilation
to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on Artus’s palm, points north. Cast
charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on Artus’s palm, points north. Cast
charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose
vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose
vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Nearly two dozen bedrolls are scattered across the floor of this dusty stone room. Some of the bedrolls have workers resting on them.
Four workers (commoners) rest in the room, along with any workers
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
smuggle in. Stairs. The stairs ascend to area X14. Warded Door. The door to area X10 is warded by an alarm spell that mentally alerts Edino if anyone touches it. X10: Edino’s Study A hulking figure made
Nearly two dozen bedrolls are scattered across the floor of this dusty stone room. Some of the bedrolls have workers resting on them.
Four workers (commoners) rest in the room, along with any workers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
yawn and masses of magically summoned locusts fly out of their mouths. The locusts form a single cloud that fills a 15-foot cube centered above the offending floor tile. Each creature in the cloud
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
yawn and masses of magically summoned locusts fly out of their mouths. The locusts form a single cloud that fills a 15-foot cube centered above the offending floor tile. Each creature in the cloud
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
roughly triangular room are filled with floor-to-ceiling bookshelves. Hundreds of books and scrolls were thrown free of their resting places when the city crashed and now cover the floor. Time and bitter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Y19p). The door is warded with magic that prevents it from being damaged or forced open; it can be unlocked, however, by someone who uses the adamantine key in area Y19o, or by a character who uses
roughly triangular room are filled with floor-to-ceiling bookshelves. Hundreds of books and scrolls were thrown free of their resting places when the city crashed and now cover the floor. Time and bitter
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the following melee weapon attack against a target of the DM’s choice: +10 to hit, reach 60 ft., one creature. Hit: 24 (6d6 + 3) acid damage. 3–4 Spores fill a 20-foot-radius sphere centered on a point
as much damage and is not poisoned on a successful save. 5–6 Psychic energy fills a 20-foot-radius sphere centered on a point in the cavern chosen by the DM. Each creature in the area must succeed on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wall above a 10-foot-tall basalt table with some valuable items resting on it and a large iron chest tucked underneath it (see “Treasure”). Two wardrobes of fire-scorched wood stand against the west wall
combination, the act releases a cloud of incendiary gas that ignites on contact with the air and fills a 20-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hammocks (area 4). When the characters first come upon the Morkoth, Captain Daggerdark is resting in his cabin (area 5) as well. Rool is behind the wheel atop the aft castle (area 2), and the ten
spills out through thin cracks in the lid and fills a 10-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 13 Constitution saving throw or be petrified for 1 hour
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hammocks (area 4). When the characters first come upon the Morkoth, Captain Daggerdark is resting in his cabin (area 5) as well. Rool is behind the wheel atop the aft castle (area 2), and the ten
spills out through thin cracks in the lid and fills a 10-foot-radius sphere centered on the chest. Any creature in the area must succeed on a DC 13 Constitution saving throw or be petrified for 1 hour
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Other features of each room are summarized below: C7a: Wylie’s Room. Resting on the dresser is a wooden case containing a beautifully crafted lyre (250 gp) that belongs to Wylie van Timmel. C7b
triggering the glyph. When the glyph triggers, each creature in a 10-foot-radius sphere centered on the suit of armor suffers the effect of a shatter spell (save DC 14). The spell also causes the suit