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Returning 35 results for 'closed warned remaining'.
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Monsters
Curse of Strahd
, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that will ultimately require hundreds of victims. B11. Cells These two cells—one to the north and one to the south—are closed off by locked iron-bar doors. Lord Viallis carries the keys that unlock
have more of the temple to explore. The four remaining prisoners include three unarmed commoners and a child noncombatant. Their names are Jalrax, Durz, Seffra, and Ashlan. They were part of a caravan
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
stored in special scroll cases. If you tackle this chore for me, I’ll pay you a total of twenty gold pieces. Be warned: the scrolls have a will of their own.”
If the characters agree, Toryn leads them
character bullies a scroll, causing it to flee into a case. Case Closed If the characters encase all the scrolls, Toryn pays them 20 GP as promised. If the scrolls knock out all the characters, Toryn
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
points, and immunity to poison and psychic damage. Closed pods can be opened with a blue or yellow key card. 18a: Western Pods This room’s western door has been destroyed. The corpse of an unarmed
pod in this room, the umber hulk met its match. The umber hulk’s slayer, a remorhaz with 113 hit points remaining, stands in the center of this room, gathering its wits after its long stasis. When it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters arrive, four soldiers are on patrol in areas L8 and L12, and the remaining six tin soldiers are inside their domiciles, behind closed doors. Each of these six Constructs is a Small (3-foot-tall
, and the other six are closed.
A narrow staircase ascends the circular wall. Near the foot of the stairs is a painted wooden box three feet on a side. A crank protrudes from one side of it, causing it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Samira’s Offer Madame Samira Arah Samira instructs any remaining veterans to deal with Jacopo’s body quietly and to alert the other Kings of Coin. She then leads the characters to a small café at
directions to an establishment owned by Zenia’s family, a tavern called the Thornapple, where Zenia is under guard. Zenia’s directions avoid several streets closed by festivities and lead through the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
of the adventure). Dean Tullus spread the curse to several students during the recent reception, and Murgaxor is now testing his magic’s power. The one remaining opponent reacts as follows: “What… what
so would mean openly admitting that they snuck into the Furygale Repository. Should Strixhaven faculty members find out about the characters sneaking into the repository, the characters are warned that further rule-breaking will result in disciplinary consequences.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ assault but fail to close the rift, the evil influence of the pit strengthens and begins to extend outward. All those who have drowned in the bay are gradually harvested by the remaining drowned ones
the rift closed off, the Pit of Hatred might continue to be a lurking threat. With the seal restored, the evil beyond is left to fester — frustrated and perhaps seeking ways to break free, stronger and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L11. Family Tree The door to L10 is closed but not locked, and the doors to areas L6 and L13 are both locked. Granny Nightshade carries keys to both of these doors (see “Skabatha’s Ring of Keys
members, any remaining portraits are blank.) Each portrait magically animates to create the impression that the subject is looking around and shifting uncomfortably, but the animation has the quality of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
can be opened and closed to meet the needs of the order. The walls of the living quarters are made of paper on wood frames, offering little privacy. The dwelling is within view of the Jagged Sanctum
defeated, the remaining ones flee to the training grounds (area L4) to seek reinforcements. Immortal Lotus Monk Medium humanoid
Armor Class 15 (Unarmored Defense)
Hit Points 65 (10d8 + 20)
Speed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
traders and merchants), and the Garden Gate (one of the city’s two inner gates). The remaining gates are closed from dusk until dawn, and a visitor must produce a written message from the lord mayor of
squeeze between the bars, but not a youth or even an adult halfling. The city’s portcullises are usually left open even when the gates are closed. Each gate is contained within a small gatehouse flanked by
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->Uni and the Hunt for the Lost Horn
toad-like bipeds chase a frantic puppy.
Four additional Bullywug Warriors are trying to recapture Nosey, but they quickly turn to attack intruders instead. If a bullywug dies, one remaining
subjects in exchange for a place at Kelek’s side when Kelek becomes all-powerful. Irascible and impatient, King Gurgle is unhappy that Kelek’s ritual is taking so long. If the king was warned about the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over the years. (One can be found in area 14b.) The three remaining tankards are worth 5 gp each. 22b. “Brewers Only!” Nestled between areas 22a and 22c is a 10-foot-high, 10-foot-square room. A
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->Tomb of Annihilation
can’t be budged or damaged. After remaining open for 1 hour, the door slowly rises to seal off the passage once more. Characters can prevent the door from rising by jamming iron spikes into the
surrounding floor seams. The lever resets when the door returns to its closed position. The door can’t be opened from the north side. Pit Trap. Pulling the lever causes the floor between the two doors to split
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
walls that can be yanked out of place to release a surge of water down the main passage of the lair. If the goblins in area H7 are warned about the approaching characters, they start knocking away the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
is forced open, one of the sahuagin immediately moves toward the west wall to ring the gong, while the remaining guards defend the entrance. If this creature is slain or otherwise prevented from
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
direction of a relevant work in the collection (if it exists). Treasure. Among the candles in the alcove sits a partially melted candle of invocation of a random alignment that has 1 hour of use remaining
atop a stone pillar. A ladder descends to the floor below. Seated in a corner is a githyanki woman with long, white hair and closed eyes.
The Fiends have kept the castle’s caretaker, a neutral
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the East Shar Fanatical Suloise militarists called the Scarlet Order founded the Hidden Empire of Shar, which is closed to outsiders. The order controls the peninsula west of the Tilva Strait, as far
Kingdom, with their king and prelate remaining distant from the common people they rule. The independent states of the Iron League are more egalitarian, sharing that trait with the peoples of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet long. A number of stone mausoleums stand vacant, their doors hanging open. The interior of a mausoleum is dimly lit when its door is open and shrouded in darkness when the door is closed. As the
closest to the priest quarters (area G5) instead attempts to move to that area and warn Gideon of the intruders. If warned, Gideon quickly moves to area G4 and prepares to defend the chapel, while the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
six giant lizards kept here are used by the duergar as mounts and pack animals. They are hostile toward non-duergar but can’t attack through the closed gates. The gates are latched shut, but not
(see “Wyrmdoom Crag”). You can add additional prisoners to the cellblock, at your discretion. The remaining cells are otherwise empty. X29. Deep Duerra’s Temple When one or more characters enter the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
two sapphires (worth 50 gp each). 46. Old Shrine The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open. Faded mosaic
upright dragon. In the dragon’s mouth rests an empty tray.
The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless. 47. Belak’s Laboratory Two
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
unconscious and currently has 5 hit points remaining. After getting the information she needed from Germaine, Garra knocked her out using oil of taggit (see “Caden d’Orien” earlier in this adventure). A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
still alive when its master dies, it stops attacking and retreats to its nest. It continues to fight only if pursued. After the remaining lizardfolk are dealt with, Bimz chooses one character and bonds
hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest — most are closed, but two have open lids and appear to contain clothes.
In the center of the cabin stands
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
several anvils, but the rest of the structure is closed off. Maza Fieldsalder (N female human commoner) took over the smithy a year ago, after the death of her master, Alger Frakk. As the master smith’s
town council’s meeting room and the townmaster’s hall before that, it is set to be expanded to include the new mayor’s office after the election. As the two remaining members of the town council, Sildar Hallwinter and Harbin Wester currently share office space here.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
move welcomed by no one — least of all the members of the Watch, who must now stand guard over the site until it can be investigated and closed. A character whose background entails knowledge of the
entrance, he looks up at you and grins, revealing his last few remaining teeth. But even as he opens his mouth as if to speak, a pair of meaty gray arms emerge from the alley entrance and yank him into the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
remaining books. The three of them attack intruders at once and gladly throw away their lives for Stonky’s cause. Each wields their heavy broom as a weapon, using the statistics for the cultist’s
!
Books. One or more of the other books described in this adventure anthology might be found here at your discretion, having been purloined by Stonky. The remaining books are mostly dull treatises with
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
harpsichord stops playing, the statues freeze in place until the music resumes. Characters who have seen Zybilna recognize her likeness in the statue on the dais. The remaining thirty-nine statues
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dragon apparently not aligned with the yuan-ti, makes this forest her lair. It is good terrain for her; tall redwoods and coarse pines create a dense, dark canopy. Dhosun warned me that the ruins of
Najara through the Forest of Wyrms because, though serpent-infested, it is a woodland yet, and I am at home in such places. I moved through its shadows, remaining deep enough within the forest to avoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
shelves. In one corner stands an iron lectern with a closed, locked, leather-bound tome resting on it. Two padded chairs face a large fireplace. One has a wolf skin draped over it. Books. Many of the
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
across the remaining floor space, and a small, twisting passage leads east through the ruins.
Three goblins bunk here. Though the rubble appears dangerous, the tower is stable, and the eastern passage is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
bedrolls are scattered across the remaining floor space, and three of the bedrolls have goblins sleeping in them. A small, twisting passage leads east through the ruins.
Three goblins bunk here. Though
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
practicing arcane magic. It’s obvious that this rejection still stings Oshundo, who refers to Illithinoch’s long-dead leaders as “ignorant fools” who are “closed to the flexibility and power of arcane magic
.
Illithinoch’s infected elder brain (see the accompanying stat block) squats in the fluid remaining in this pool, occasionally running its tendrils across the mold-crusted rim and dwelling on its obsessions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
healer’s kit with three uses remaining, several flasks of embalming chemicals, a polished scalpel that functions as a dagger, and any equipment the characters begin play with. Morte Tiny Undead
corridor with an iron, windowed door. Two levers—a blue lever in the upward position and a red lever turned downward—are set into the walls adjacent to the door. An identical door stands closed at the






