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                        Returning 35 results for 'closed form'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ground below.
A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That
                                                
                                            
                                                
                                                     shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
                                                
                                            
                                                
                                                     bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . The target can’t be returned to its original form by any means short of a wish spell.
2. Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1
                                                
                                            
                                                
                                                     a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make
                                                
                                            
                                                
                                                     contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     separated from each other by a stout wood partition and form wood-enclosed companionways sealing them off from areas 8 and 9. The stairway from area 1 to area 10 is likewise enclosed in wood
                                                
                                            
                                                
                                                     partitions and sealed off from area 6. All enclosed areas have a ceiling height of 8 feet except for the bilge (area 16), which is 4 feet high. The cargo hold hatch in area 1 is closed but not fastened. The bilge hatch in area 11 is closed and bolted from the hold side only.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make
                                                
                                            
                                                
                                                     contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    : The luminous, wispy form of a female elf floats in the dusty hallway before you, its face wreathed in a tangle of gossamer hair, its body clad in spectral rags that flutter around it. The apparition’s
                                                
                                            
                                                
                                                     attempt to parley, it turns violent. In the first round of combat, the banshee uses Horrifying Visage. On the second round, it uses Wail. After wailing, it withdraws to area A27, passing through the closed door as though it weren’t there. In area A27, the undead makes its final stand.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Two goblin werebats (see appendix A) in humanoid form stand guard near the cave entrance.
 Chests. At each end of the cave is a wooden chest so packed with “treasure” that its lid can’t be closed
                                                
                                            
                                                
                                                     these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
                                                
                                            
                                                
                                                     city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    -vampire. Tristen died with his adopted family, but as the Mists closed in around their sacred stone circle, he rose a ghost. Unexpectedly, with the dawn, Tristen’s dhampir body was restored. Now
                                                
                                            
                                                
                                                    . At night, though, the young dhampir dies a painful death, in his spectral form, and seeks to scour all that is green and vibrant from his land.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     ritual room gateway closed only a few hours after the fanatics passed through it. The three Far Realm rifts remain open. In each rift, energy has concentrated around the rune in the form of buds of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Woe Strider Woe striders form from the souls of those who’ve broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe
                                                
                                            
                                                
                                                     its mouth is open or closed.
 Actions
 Multiattack. The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is grappled (escape DC 14).
 Claw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
                                                
                                            
                                                
                                                     Handbook for details). Most Darklords can keep their domains’ borders closed indefinitely and can reopen them at will. For some Darklords, slightly varied effects manifest when they close their domains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     form of the obedient army that unquestioningly enacts her every whim. The Falcon’s Talons. Vladeska’s military forces are both completely overwhelming and entirely outnumbered. As an occupying force
                                                
                                            
                                                
                                                     behaves as if it’s their last day alive—because it probably is.  Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     wolf form and devouring the monarch before thousands of followers. Drenched in blood, the “resurrected” Harkon returned to his human form and donned a battered crown amid the roaring cheers of a nation
                                                
                                            
                                                
                                                     of fans. But before the reign of the wolf could begin, the Mists rose amid the assembled throng and closed around their champion. When they cleared, the sovereign-wolf was no longer a step away from rule, but a stranger in an unfamiliar provincial land called Kartakass.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    T5: Sinister Stairs Four stone pillars buttress the vaulted ceiling of this otherwise empty hall. Two wide tunnels lead north. Iron double doors stand closed on the north, west, and east walls
                                                
                                            
                                                
                                                     an iron lever (marked with an L on  Map: Temple of Orcus). As a Utilize action, a creature can pull this lever to reset the trap described below. Trap. The stairs collapse to form a slide whenever a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview The caves of Gnomengarde are carved into the base of a mountain southeast of Phandalin, around a narrow waterfall. The rock gnome wizards who occupy these caves form strategic
                                                
                                            
                                                
                                                     Gnomengarde echo with the roar of the nearby waterfall. The sound is so loud that gnomes and visitors must shout to be heard unless there’s a closed door between them and the waterfall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer’s body, giving it the look and texture of a stalactite. That shell protects a soft
                                                
                                            
                                                
                                                    , slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
 Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
                                                
                                            
                                                
                                                     Xebekal, a beholder that invaded Arcturia’s dungeon years ago. The lich snared the eye tyrant and used a wish spell to transform it. In the form of a tapestry, the beholder retains its darkvision and can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     as warnings, knowing that the basilisk that created them is likely to be nearby. “No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.”
 — X the
                                                
                                            
                                                
                                                     organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     might have trouble with members of the opposing guild, whether in the form of drunken boasting in a tavern or a rival stirring up trouble in the midst of a mission. The Clifftop Adventurer’s Guild
                                                
                                            
                                                
                                                    . Although its members aren’t prohibited from studying any form of magic, the specialties of the order are abjuration, divination, and evocation magic. Wizards and artificers are almost always welcome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     characters try to finish his work, Macreadus helps as much as his bodiless form allows. To lay his spirit to rest, the characters must fix his creation’s design flaw and then activate it, all within the
                                                
                                            
                                                
                                                     Intelligence of 3 or higher dies inside the Black Cabin, its spirit (if it has one) leaves its body and assumes a spectral form on the Border Ethereal until the creature is brought back from the dead. This
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     The teleport trap in area 28 16–20 The teleport trap in area 40c  5c. Electrified Portcullises This empty, 30-foot-wide, 10-foot-deep, 10-foot-high chamber is closed off by two humming iron
                                                
                                            
                                                
                                                     spell such as misty step or gaseous form. Any creature that touches either portcullis or passes between its electrified bars takes 22 (4d10) lightning damage, or 44 (8d10) lightning damage if the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Mysteries A mystery is a form of event-based adventure that usually focuses on the adventurers’ efforts to solve a crime, usually a robbery or murder. Unlike the writer of a mystery novel, a Dungeon
                                                
                                            
                                                
                                                     detective fiction is to create a closed circle of suspects — a finite number of individuals whose circumstances make them the only possible suspects. One tip for keeping the players and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two
                                                
                                            
                                                
                                                     weeks. Dried Potions. In some locations, characters discover the remains of a potion in the form of sediment in the bottom of a container. It is possible to mix this powder with water or wine and restore
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , the illusion drops and the treasure reverts to its true form: gold coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor becomes rusty scrap metal. A detect magic
                                                
                                            
                                                
                                                     treasures found in the shrine. However, if another creature in the shrine is also carrying such treasure, the doors remains closed. A knock spell also opens the doors. 18C. Puzzle Cube In the middle
                                                
                                            
                                        
                                                     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->Curse of Strahd
                                                    
                                                
                                            
                                                     form of a giant crystal heart hidden inside Castle Ravenloft. Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it
                                                
                                            
                                                
                                                     floors as if they weren’t there. Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     hidden behind a secret door. The room’s walls climb 10 feet, then angle inward to form a pyramidal cap with a 30-foot-high apex. Stacked in the middle of the room are one hundred forty zurkhwood barrels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
                                                
                                            
                                                
                                                     illusionary; Vecna can’t interact with any creature in this chamber, and vice versa. K5: Kas’s Chamber The unmistakable form of Kas sits hunched in the far corner of this dank, stone room. Each of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
                                                
                                            
                                                
                                                     ancient silver dragon who takes the form of a valorous hero in silvery plate armor, their mirrored helm glowing like a bright, full moon. Atop their argent unicorn steed, the Nightwhisperer defends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     rambling thicket of twisted roots, thorny vines, and sinuous creepers. This vegetation weaves together to form long tunnels, grand hallways, and enormous domes. Yarnspinner loves reading stories to
                                                
                                            
                                                
                                                     certain type of item. A fey crossing can be closed permanently if the land on either side is dramatically altered—for example, if a castle is built over the clearing on the Material Plane. Feywild
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . An unusually large xorn, 10 feet tall and 10 feet wide, sleeps soundly in the middle of the room. While asleep, the creature remains standing, its mouth and eyes closed, its arms hanging limply with
                                                
                                            
                                                
                                                     construction yet elegant in form. It is intricately carved to resemble bundled branches and twigs, with a tiny songbird perched on one end of its back. There used to be five carved songbirds perched
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Skabatha Nightshade (see appendix B) is here, she is asleep inside the dollhouse in her miniaturized form. While Granny Nightshade is sleeping, a character must succeed on a DC 12 Dexterity (Stealth) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     through (except by characters in gaseous or liquid form). The mind flayer fanatics realized the base would make an ideal prison for their most valuable human captives. They used the lever in the
                                                
                                            
                                                
                                                     statue to open the mouth, ushered their prisoners inside, then closed the mouth. They then broke off the lever and hid it in the Occluding Miasma, under guard, until they could return for it. The hammering
                                                
                                            
                                        






