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Returning 25 results for 'concealed while released'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
host allows her an hour of study and contemplation, she concludes that the controls are a mystery and should be left alone. Violent Wongo urges his host to smash the controls. Concealed Crawlway A
experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
host allows her an hour of study and contemplation, she concludes that the controls are a mystery and should be left alone. Violent Wongo urges his host to smash the controls. Concealed Crawlway A
experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
, scavengers swiftly remove evidence of the knights’ dark deeds. Spyglass. Those who gaze through the spyglass without moving it first see a hooded figure enter the concealed door in Knifepoint Gully (area V3).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
, scavengers swiftly remove evidence of the knights’ dark deeds. Spyglass. Those who gaze through the spyglass without moving it first see a hooded figure enter the concealed door in Knifepoint Gully (area V3).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
stripped of his possessions — in this room. He did not see his attackers nor has he heard any sounds in the house. Now he would like to be released and to join the characters in their mission.
Neither
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths
concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths
concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed
possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
stripped of his possessions — in this room. He did not see his attackers nor has he heard any sounds in the house. Now he would like to be released and to join the characters in their mission.
Neither
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
panels. If the check made to detect the trap succeeds by 5 or more, the character also spots a concealed switch on one wall that disables the trap. Treasure. The crates hold 60 pounds of gemstones. The
when the gas is released must succeed on a DC 12 Constitution saving throw or take 11 (2d10) poison damage. Treasure. Each cabinet holds 1,000 gp. T15: Inner Vault This room’s main door, situated in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
panels. If the check made to detect the trap succeeds by 5 or more, the character also spots a concealed switch on one wall that disables the trap. Treasure. The crates hold 60 pounds of gemstones. The
when the gas is released must succeed on a DC 12 Constitution saving throw or take 11 (2d10) poison damage. Treasure. Each cabinet holds 1,000 gp. T15: Inner Vault This room’s main door, situated in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
set a bridge guard where a high tunnel passes through the larger cavern below. One goblin stands watch here and is well concealed, requiring a successful DC 15 Wisdom (Perception) check to spot it. Like
goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
set a bridge guard where a high tunnel passes through the larger cavern below. One goblin stands watch here and is well concealed, requiring a successful DC 15 Wisdom (Perception) check to spot it. Like
goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stationed here are four veterans. If the characters are pretending to be workers, the guards search them for concealed armor and weapons before leading them to area X4. A character can try to smuggle a
Xeluan’s four companions are released from their oztocanite prisons, the characters can safely enter this crypt (the wraiths don’t arise from their caskets) and reconvene with Rilago’s ghost. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stationed here are four veterans. If the characters are pretending to be workers, the guards search them for concealed armor and weapons before leading them to area X4. A character can try to smuggle a
Xeluan’s four companions are released from their oztocanite prisons, the characters can safely enter this crypt (the wraiths don’t arise from their caskets) and reconvene with Rilago’s ghost. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
released. The beacon has AC 12, 75 hit points, immunity to poison and psychic damage, and vulnerability to cold. The explosion of energy can be treated as a scorching ray, fireball, or lightning bolt
+ franchise rank. Carriage Ejector Platforms. A carriage gains potent defensive capabilities in the form of sections of its roof and walls set with powerful concealed springs. This defensive feature can be
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
released. The beacon has AC 12, 75 hit points, immunity to poison and psychic damage, and vulnerability to cold. The explosion of energy can be treated as a scorching ray, fireball, or lightning bolt
+ franchise rank. Carriage Ejector Platforms. A carriage gains potent defensive capabilities in the form of sections of its roof and walls set with powerful concealed springs. This defensive feature can be
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
similar effect uncovers concealed writing on the ledge before the bridge, which reads as follows: “The vortex eats all magic, save for that from which it was born.”
To cross the bridge safely
double door is opened via any other means besides the correct combination, a cloud of sweet-smelling gas is released from the skull engraving. The gas fills the widened area immediately south of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hidden in the wall behind the painting. Removing the painting from its hooks without first disabling the trap causes the gas to spew from tiny holes previously concealed by the painting. Each creature in
the room when the gas is released must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. A character who searches the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hidden in the wall behind the painting. Removing the painting from its hooks without first disabling the trap causes the gas to spew from tiny holes previously concealed by the painting. Each creature in
the room when the gas is released must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. A character who searches the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
similar effect uncovers concealed writing on the ledge before the bridge, which reads as follows: “The vortex eats all magic, save for that from which it was born.”
To cross the bridge safely
double door is opened via any other means besides the correct combination, a cloud of sweet-smelling gas is released from the skull engraving. The gas fills the widened area immediately south of the