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Spells
Player’s Handbook
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The cone doesn’t function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise
the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Spells
Lost Laboratory of Kwalish
is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical
detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical
detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
original contents. 23a. Defaced Dwarves Light. The walls climb 15 feet, then angle inward to create a peaked, 30-foot-high ceiling. The sloped upper walls have red glowing crystals set into them. These
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
to its final destination. When the characters arrive, there is no one here, but there are several closed crates awaiting transport. Most of the crates contain commercial goods like cloth, crafted
goods, spices, and other trade items. Each of the crates is marked with chalk describing the contents. One of the crates, with a chalk marking that says “Gold,” is trapped. Trap Sovendahl fears that some
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
to its final destination. When the characters arrive, there is no one here, but there are several closed crates awaiting transport. Most of the crates contain commercial goods like cloth, crafted
goods, spices, and other trade items. Each of the crates is marked with chalk describing the contents. One of the crates, with a chalk marking that says “Gold,” is trapped. Trap Sovendahl fears that some
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gromph’s Outer Sanctum The black marble door to Gromph Baenre’s chambers is etched with silvery runes around its edge and closed with an arcane lock keyed to him. Picking the lock requires a
magic (DC 15) on the door before it opens disables this trap, but the elemental can’t be dispelled once it appears. If anyone tampers with the desk or the shelves’ contents, or attempts to remove
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
below the laboratory and contains two bunk beds and two small chests, all made of zurkhwood (See “Treasure” below for information on the contents of the chests). The door is barred on this side and has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gromph’s Outer Sanctum The black marble door to Gromph Baenre’s chambers is etched with silvery runes around its edge and closed with an arcane lock keyed to him. Picking the lock requires a
magic (DC 15) on the door before it opens disables this trap, but the elemental can’t be dispelled once it appears. If anyone tampers with the desk or the shelves’ contents, or attempts to remove
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
below the laboratory and contains two bunk beds and two small chests, all made of zurkhwood (See “Treasure” below for information on the contents of the chests). The door is barred on this side and has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of
stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of
stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
wyrm (dragon). When the proper ingredients are placed inside one, magical fire fills the brazier. This fire destroys the brazier’s nonmagical contents and burns for 1 hour. Only while all six braziers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dispenser in area 22a. Four of the vats are empty, their contents having long since evaporated or been depleted. The southwest vat contains a beholder zombie, which rises out of the vat and attacks if
and snaps closed after the creature falls through. A successful DC 20 Strength check is necessary to pry the lid open. A character in the pit can also attempt to disable the spring mechanism from the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L16. Granny Nightshade’s Bedroom This room has two closed doors, one leading to a 20-foot-high balcony and the other leading to area L17. Neither door is locked. A staircase descends to area L14
, but a knock spell or similar magic opens it, granting access to the attic and its contents. Granny Nightshade also set a password (“rumpleclump”) that, when spoken within 5 feet of the dollhouse
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demiplane vanishes, and the contents are released into the Astral Plane. Astral Dreadnought Gargantuan Monstrosity (Titan), Unaligned
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 15
the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the eye is closed or if the dreadnought has the blinded condition.
Astral Entity
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L16. Granny Nightshade’s Bedroom This room has two closed doors, one leading to a 20-foot-high balcony and the other leading to area L17. Neither door is locked. A staircase descends to area L14
, but a knock spell or similar magic opens it, granting access to the attic and its contents. Granny Nightshade also set a password (“rumpleclump”) that, when spoken within 5 feet of the dollhouse
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demiplane vanishes, and the contents are released into the Astral Plane. Astral Dreadnought Gargantuan Monstrosity (Titan), Unaligned
Armor Class 20 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 15
the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the eye is closed or if the dreadnought has the blinded condition.
Astral Entity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dimensions and contents of every room to a rough outline of how one encounter might lead to another, depending on the route the characters choose. Whatever form your map takes, it functions as a flowchart
creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Astral Dreadnought
Gargantuan Monstrosity (Titan), Unaligned
Armor Class 20 (natural armor
area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
wyrm (dragon). When the proper ingredients are placed inside one, magical fire fills the brazier. This fire destroys the brazier’s nonmagical contents and burns for 1 hour. Only while all six braziers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dispenser in area 22a. Four of the vats are empty, their contents having long since evaporated or been depleted. The southwest vat contains a beholder zombie, which rises out of the vat and attacks if
and snaps closed after the creature falls through. A successful DC 20 Strength check is necessary to pry the lid open. A character in the pit can also attempt to disable the spring mechanism from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dimensions and contents of every room to a rough outline of how one encounter might lead to another, depending on the route the characters choose. Whatever form your map takes, it functions as a flowchart
creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Astral Dreadnought
Gargantuan Monstrosity (Titan), Unaligned
Armor Class 20 (natural armor
area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
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
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door.
The cabinets are crowded with skulls, bones
doors to the room are closed, the starry night sky is visible in all directions. Terrain more than 20 feet away at ground level, however, is shadowy and indistinct; only the sky above seems sharp and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door.
The cabinets are crowded with skulls, bones
doors to the room are closed, the starry night sky is visible in all directions. Terrain more than 20 feet away at ground level, however, is shadowy and indistinct; only the sky above seems sharp and