Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'concealed wearing recording'.
Other Suggestions:
concerned weaving recording
concerned warning recording
conceal warning recording
Magic Items
The Book of Many Things
reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
Isolation. You disappear, along with anything you are wearing or carrying, and become
(chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn’t recovered within 1 hour, it disappears forever.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb. The
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb. The
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Unlike most other nereids, she is chaotic evil in alignment, and she speaks Olman instead of Common. She possesses an insidious and clever mind, concealed beneath her alien beauty and seeming naiveté
she uses Water Lash. The waters begin to heave and boil, and the watery form of a human with an elephantine head, wearing an elaborate headdress and holding a trident, rises up. The eel comes near the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Unlike most other nereids, she is chaotic evil in alignment, and she speaks Olman instead of Common. She possesses an insidious and clever mind, concealed beneath her alien beauty and seeming naiveté
she uses Water Lash. The waters begin to heave and boil, and the watery form of a human with an elephantine head, wearing an elaborate headdress and holding a trident, rises up. The eel comes near the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wearing a tiger-faced mask and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The spear is stone-hafted, but bears
dust. Treasure. In the belly of the stuffed tiger are 500 gp. Eye of the Tiger. A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox. In addition, one guard searches each character for concealed weapons. A character can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox. In addition, one guard searches each character for concealed weapons. A character can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox. In addition, one guard searches each character for concealed weapons. A character can
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
room (area R3). These guards insist on confiscating the characters’ weapons and storing them in a nearby lockbox. In addition, one guard searches each character for concealed weapons. A character can
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
character can examine the area and make a DC 15 Wisdom (Survival) check. On a success, the character notices days-old, partially concealed boot prints in the snow. These prints are several feet in length and
, 10 feet above the floor, is hidden behind an illusion of an icy wall. A character who takes a Search action and makes a DC 16 Wisdom (Perception) check notices the concealed passage on a success. This
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
character can examine the area and make a DC 15 Wisdom (Survival) check. On a success, the character notices days-old, partially concealed boot prints in the snow. These prints are several feet in length and
, 10 feet above the floor, is hidden behind an illusion of an icy wall. A character who takes a Search action and makes a DC 16 Wisdom (Perception) check notices the concealed passage on a success. This
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
count as difficult terrain. Amid the muck and gravel on the northern bank hides a deadly predator, an amphisbaena (see chapter 6). The serpent has concealed itself as it watches for prey, the mud
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
count as difficult terrain. Amid the muck and gravel on the northern bank hides a deadly predator, an amphisbaena (see chapter 6). The serpent has concealed itself as it watches for prey, the mud
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
3 (700 XP)
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.
Actions
Multiattack. Amrik makes three dagger attacks.
Dagger
. If he thinks his life is in real danger, Amrik detonates a concealed smoke bomb before fleeing up the stairs, leaving his bodyguards to cover his escape. Amrik loves to exchange pleasantries over
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
3 (700 XP)
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.
Actions
Multiattack. Amrik makes three dagger attacks.
Dagger
. If he thinks his life is in real danger, Amrik detonates a concealed smoke bomb before fleeing up the stairs, leaving his bodyguards to cover his escape. Amrik loves to exchange pleasantries over
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
servants to come to her aid. Treasure. One of the bronze caskets holds 400 cp, and the other one has 300 pp concealed beneath a layer of 100 cp. If the lid of the strongbox is opened by anyone but
Queen Frupy has concealed three potions: resistance (fire), mind control (mammal), and mind control (fire giant), the latter of which she plans to use on the king (see appendix A for the latter two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
servants to come to her aid. Treasure. One of the bronze caskets holds 400 cp, and the other one has 300 pp concealed beneath a layer of 100 cp. If the lid of the strongbox is opened by anyone but
Queen Frupy has concealed three potions: resistance (fire), mind control (mammal), and mind control (fire giant), the latter of which she plans to use on the king (see appendix A for the latter two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The room has a bed, a small table, a chair, a stool, two chests, and a coffer, plus rugs, hides, and the like. The chests contain only clothing, since she is wearing her jewelry at the banquet
on the walls and the floor. Hidden Door. Near the southwest corner is a door concealed behind a manticore hide hung on the wall. Someone looking around the room can notice the shape of the door behind
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The room has a bed, a small table, a chair, a stool, two chests, and a coffer, plus rugs, hides, and the like. The chests contain only clothing, since she is wearing her jewelry at the banquet
on the walls and the floor. Hidden Door. Near the southwest corner is a door concealed behind a manticore hide hung on the wall. Someone looking around the room can notice the shape of the door behind
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
bog is a human skeleton wearing an Amulet of Proof against Detection and Location. As a Search action, a character can comb through the bog and make a DC 18 Wisdom (Perception) check. On a success
it, feed it well, and present it with gifts to ensure its cooperation. It comes to the hags’ aid if they are threatened within earshot of it. Treasure. Concealed under lily pads in the western end of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keep away from the bridge and crew quarters on the upper deck (areas 11–area 13). The Grand Dame has no living quarters for passengers, whether workers or guests. Characters who approach the ship wearing
money. He expects his guests to be splendidly dressed — and unarmed. Those who are caught carrying concealed weapons are advised to cast their weapons overboard. Those who refuse to do so are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. GRUNGS OF DUNGRUNGLUNG
The following grungs have key roles to play in Dungrunglung. For grung statistics, see appendix D.
Groak (gold grung elite warrior wearing a circlet of blasting) is the
lusty and forlorn. Its source cannot be ascertained. 17 1d6 zombies lost in the maze. 18–19 A concealed pit 5 feet wide, 10 feet deep, and lined with poisoned wooden stakes. The lead character spots the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
and the ring of protection he is wearing; see “Treasure.”) If either the mask or the pendant is forced back upon him before the 2 rounds elapse, he returns to death. If not, he then sits for 2 more
picked up by another as long as its current owner, Tloques, remains alive. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. GRUNGS OF DUNGRUNGLUNG
The following grungs have key roles to play in Dungrunglung. For grung statistics, see appendix D.
Groak (gold grung elite warrior wearing a circlet of blasting) is the
lusty and forlorn. Its source cannot be ascertained. 17 1d6 zombies lost in the maze. 18–19 A concealed pit 5 feet wide, 10 feet deep, and lined with poisoned wooden stakes. The lead character spots the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
door to assist the skeletons. When the alchemist enters the scene, read: A hunched corpse wearing a pointed hat and dressed in a robe embroidered with mystic symbols crosses through the hidden door
. Examining the table closely reveals a concealed drawer that contains the spellbook the alchemist used when he was alive. The book’s contents include dancing lights, comprehend languages, Tenser’s floating disk, and shatter. The chemical apparatus on the bench is worth 20 gp.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
bog is a human skeleton wearing an Amulet of Proof against Detection and Location. As a Search action, a character can comb through the bog and make a DC 18 Wisdom (Perception) check. On a success
it, feed it well, and present it with gifts to ensure its cooperation. It comes to the hags’ aid if they are threatened within earshot of it. Treasure. Concealed under lily pads in the western end of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
keep away from the bridge and crew quarters on the upper deck (areas 11–area 13). The Grand Dame has no living quarters for passengers, whether workers or guests. Characters who approach the ship wearing
money. He expects his guests to be splendidly dressed — and unarmed. Those who are caught carrying concealed weapons are advised to cast their weapons overboard. Those who refuse to do so are