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Returning 13 results for 'conjured warding revealing'.
Other Suggestions:
conjure wearing revealing
consumed wearing revealing
conjure warning revealing
conquered warning revealing
conjure wardens revealing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
into area K72. Landing Inscribed on the landing, hidden under years of dust, is a glyph of warding. If the characters brush away the dust, someone can spot the glyph with a successful DC 15
you now!” Have the characters roll initiative. Any attack or spell that hits “Strahd” passes through, revealing that he is an illusion. On initiative count 0, the illusory vampire chuckles and melts away like a wax doll in a bonfire, leaving no trace behind, and the glyph disappears.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in place and its remaining seven hieroglyphs are hidden from view behind the medallion. If any character steps on a vulture floor tile in area 35B, the dial turns, revealing a new hieroglyph: a
hieroglyph on the dial causes the dial to turn, revealing the next symbol in the sequence. The gold medallion is attached to the stone block with sovereign glue, and removing it requires universal
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object
cult fanatics, Pig Wheat, Ram Sugar, and Sheep Sweet Corn. If anyone other than Stonky tampers with the telescope or the steering wheel, three lightning golems are conjured to appear next to the dais
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
breaks down, revealing his identity if the characters haven’t already sussed it out. He is desperate to have the curse undone so he can return to Candlekeep. Having just arrived at the temple, Falthrax
the three hags has its own disgusting bed, and the strange objects that fill the crates are shared by all. Glyph of Warding. Scratched into the floor at the top of the stairs is a glyph created by a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
character can climb the temple’s walls and the tower’s interior with a successful DC 14 Strength (Athletics) check. A glyph of warding spell cast at 5th level is etched onto the south side of the
threatened, revealing his true form. He fights until reduced to 50 hit points or fewer, at which point he uses plane shift to escape. His mage ally attacks along side him but surrenders if Navid is defeated
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such as a conjured wall
, revealing a 1-foot-wide pipe that runs down its throat. Initiative. The trap acts on initiative count 20 and initiative count 10. Active Elements. The trap fills the room with poison and other deadly
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a column near one of the pentacles is a Weapon of Warning (glaive) veined with hellfire. G9d: Mechanized Checkpoint A copper-hued light flares and then fades, revealing a doorless, perfectly cubic
reconfigures and opens, revealing three armored automatons. They march forward in unison, drawing weapons and readying shields.
This checkpoint is located on Mechanus, a plane of absolute order. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
snowflake in the bottom middle of the frame causes the secret door to swing outward on hidden hinges, revealing a staircase to the storage cellar (area P18). A character who examines the painting or
of a fantastically beautiful fey creature who looks like winter incarnate. The pool’s water is perfectly clear, revealing a tile mosaic at the bottom of it. In the center of the pool’s mosaic are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
them as they emerge. If they don’t, they might at least weaken the shrine’s defenses. Yokka’s band bedevils the party without revealing its presence until the final moment. For example, if no guard is
are pressed correctly, the door swings open into area 6E. If wrong squares are pressed, the squares are pressed in the wrong order, or they’re pressed by the wrong people, a glyph of warding on the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
nearby. The wand also conjured the Rhinoceros; Luskar has named the beast Grom and is training it to fight alongside him. Luskar isn’t expecting intruders. If the characters make themselves known, he
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
growl. “Come on, then!” Trapped Door. A glyph of warding spell has been cast on the door, set to trigger when it is opened by anyone other than Manshoon. The glyph, which resembles an ornate letter M
character can detect the shelf and discern how to open it with a successful DC 15 Wisdom (Perception) check. Tugging on the book causes the compartment to pop open, revealing Duhlark’s wand of binding hidden
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which
feet above the floor. Pushing the stone in causes the portal to pivot, revealing an opening 10 feet wide and 10 feet high. 8. Hydra Cave A hydra lurks in either the north or the south alcove of this