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Returning 19 results for 'closed counts'.
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Monsters
Spelljammer: Adventures in Space
spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger’s gullet, except one created by an artifact or a deity, can affect a creature or an
object inside the gullet.
False Appearance. If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Astral Plane. When an eye monger’s large eye and mouth are closed, it looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its
)
Senses blindsight 120 ft. while the eye monger’s eye is closed, darkvision 120 ft., passive Perception 11
Languages Deep Speech
Challenge 10 (5,900 XP) Proficiency Bonus +4
Antimagic Gullet
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Astral Plane. When an eye monger’s large eye and mouth are closed, it looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its
)
Senses blindsight 120 ft. while the eye monger’s eye is closed, darkvision 120 ft., passive Perception 11
Languages Deep Speech
Challenge 10 (5,900 XP) Proficiency Bonus +4
Antimagic Gullet
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Eye Monger When its large eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its
closed, darkvision 120 ft., passive Perception 11
Languages Deep Speech
Challenge 10 (5,900 XP) Proficiency Bonus +4
Antimagic Gullet. Magical effects, including those produced by spells and magic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Eye Monger When its large eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its
closed, darkvision 120 ft., passive Perception 11
Languages Deep Speech
Challenge 10 (5,900 XP) Proficiency Bonus +4
Antimagic Gullet. Magical effects, including those produced by spells and magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules. At your discretion, if the characters help Naxa return to her sister and
check is reduced to 10. On a successful check, the rod is removed and the portal snaps closed as Miska howls with rage. See the “Removing the Rod” section below for the other effects of doing so
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules. At your discretion, if the characters help Naxa return to her sister and
check is reduced to 10. On a successful check, the rod is removed and the portal snaps closed as Miska howls with rage. See the “Removing the Rod” section below for the other effects of doing so
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Learning of Sarcelle’s vision counts as a secret for the purposes of the Power of Secrets rules found in this book’s introduction. C6: Supply Room Stone shelves in this room contain boxes and bags. A few
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Learning of Sarcelle’s vision counts as a secret for the purposes of the Power of Secrets rules found in this book’s introduction. C6: Supply Room Stone shelves in this room contain boxes and bags. A few
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
counts as an actual unicorn for the purpose of opening the Vault of Dragons (see “Vault Keys”). C18a–C18b. Closets These closets are filled with stuffed animals and spare blankets. C19. Master Sitting
humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
counts as an actual unicorn for the purpose of opening the Vault of Dragons (see “Vault Keys”). C18a–C18b. Closets These closets are filled with stuffed animals and spare blankets. C19. Master Sitting
humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
following aloud: From the north, you hear a faint voice mumbling profane phrases.
The cultists keep the door to the fodder chamber (area W9) closed in case the food intended for Ker-arach in the Sacred
cyclops fears a terrible fate for the miners. Regardless of the characters’ reaction to this revelation, learning it counts for the purposes of the Power of Secrets rules in this book’s introduction. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
following aloud: From the north, you hear a faint voice mumbling profane phrases.
The cultists keep the door to the fodder chamber (area W9) closed in case the food intended for Ker-arach in the Sacred
cyclops fears a terrible fate for the miners. Regardless of the characters’ reaction to this revelation, learning it counts for the purposes of the Power of Secrets rules in this book’s introduction. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Moore (neutral good human) has childlike enthusiasm and displays guileless naiveté.
Karn Ironpebble (lawful neutral dwarf) grumbles to himself, counts cards, and is deliberately slow at playing his
chests must be closed for their magic to function, and the chests become nonmagical if removed from the vault. At any given time, the seven chests contain mixed coinage worth a total of 2d4 × 1,000 gp
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Moore (neutral good human) has childlike enthusiasm and displays guileless naiveté.
Karn Ironpebble (lawful neutral dwarf) grumbles to himself, counts cards, and is deliberately slow at playing his
chests must be closed for their magic to function, and the chests become nonmagical if removed from the vault. At any given time, the seven chests contain mixed coinage worth a total of 2d4 × 1,000 gp
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
closed with a successful DC 15 Strength (Athletics) check. If this happens, any creatures it has grappled are automatically released. As soon as the chaos quadrapod is killed or sent back through the
area counts as difficult terrain. Characters in one barge can jump to a barge within 5 feet without an ability check. However, each barge is filled with different wares, so that some of the barges
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
closed with a successful DC 15 Strength (Athletics) check. If this happens, any creatures it has grappled are automatically released. As soon as the chaos quadrapod is killed or sent back through the
area counts as difficult terrain. Characters in one barge can jump to a barge within 5 feet without an ability check. However, each barge is filled with different wares, so that some of the barges






