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Returning 27 results for 'connecting wearing retract'.
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Magic Items
Princes of the Apocalypse
A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the
weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sanctum Features These features apply to all areas in the extradimensional sanctum: Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them. The walls
rings to his most trusted servants.
As an action, a creature wearing a teleporter ring can activate the teleportation circle either in area K22 or area E1, teleporting itself and up to six other willing creatures from one circle to the other.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
machinery. Pressing the âHoverâ button causes the landing gear to retract and the saucer to levitate 10 feet in the air. When the saucer is airborne, the joystick can be used to fly the saucer in any
. The joystick locks in place and is immovable while the saucer is landed. Pressing the âTeleportâ button teleports the saucer and its pilot, along with anything the pilot is wearing or carrying, to a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
together. Only a creature wearing a holy symbol of Umberlee can move through the area without triggering the trap. A character standing north or south of the trapped area can discern, by looking at the
save, the creature takes 44 (8d10) bludgeoning damage. A creature reduced to 0 hit points by this damage is crushed to a pulp. After they slam shut, the blocks take 1 minute to retract into the walls
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fourth word you speak.
3 You have a second set of ears that emerge and retract whenever you are actively listening.
4 You canât bear to touch anything valuable without wearing gloves.
5
member of an Acquisitions Incorporated franchise means you have no trouble wearing suitable business apparel to make the right impression. But whether that stylish suit is made from fine Calimshan silk or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
items theyâre wearing and carrying.
Button 3. The inscription under this button reads âFOG.â Pushing the button fills the castle hallways (areas 18, 28, and 38) and the stairways connecting them with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While youâre wearing the backpack, you can deploy the balloon as an action and gain the
) These heavy gauntlets of brown iron are forged in the shape of an umber hulkâs claws, and they fit the wearerâs hands and forearms all the way up to the elbow. While wearing both claws, you gain a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
side view of these areas. Diagram 5.2: Revolving Room Trap 38A. Control Room This room is dark and dusty. A hulking figure wearing a bucket helm stands to the west, with one hand on an iron lever set
(2d10) piercing damage from the spikes. The spikes retract when the next room effect is triggered. 19â20 The demon faces spew jets of an incendiary gas that promptly ignites, filling the room with fire
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
force Arcane Armor 3rd-level Armorer feature Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane
Armor, provided you have smithâs tools in hand. You gain the following benefits while wearing this armor: If the armor normally has a Strength requirement, the arcane armor lacks this requirement for
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
equal to your Speed if you arenât wearing any armor. Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or
their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the treeâs magic for vitality and as a means of dimensional travel
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters make their way through the tunnels, they might encounter these cultists. A typical encounter consists of two lawful evil human cultists dressed in black robes, each carrying a censer and wearing
evil human cultists wearing black robes and golden devil masks similar to those worn by the cultists in area V22. The devil and the cultists attack intruders on sight, but can be duped by characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that roomâs wall, while the other descends 15 feet and leads
preserved Humanoid corpse 10 Humanoid skeleton wearing +2 leather armor. The crypt is empty if this result is rolled a second time. S4: Chemoshâs Shrine In the center of the crypt, a dais bears a statue of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
steps descend sharply.
The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (area 49), connecting the stairways on either side. 53. Belakâs Study
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet high, with 6-foot-high doorways connecting the chambers. Depth. The sea floor is 40 feet below the surface of the water. The Marshalâs highest point is 5 feet below the surface of the water. The
inner compartment holds a carved indentation of a holy symbol of St. Cuthbert and a coiled iron cobra that attacks any creature not wearing a symbol of St. Cuthbert. When a creature places the symbol
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragonâs den (area H10). Rubble obstructs the tunnel. As a
it. Most of the tunnel remains, though, and it isnât blocked by much rock. Basilisk Statue. The statue in the temple sanctum petrifies those it gazes on. The statue wonât petrify those wearing an
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
than Vidorant) that arenât wearing guard uniforms. They obey Vidorantâs spoken commands. If sheâs not present, they obey anyone wearing a guard uniform, even if commanded to attack another guard. They
staircase ascends gracefully, connecting the first and second floors. A flickering lamp casts dim light on the stairs.
Guards donât patrol this area. T12: Balcony On the second floorâs large balcony, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hearing what the âsmall folkâ have to say. Watching the visitors are two storm giants wearing helms. If Mirran and Nym are attacked, these royal guards rush to the princessesâ defense and cover their
from the north, they face the guards in front of the doors that lead to the throne room. Tug and Cog Standing guard outside the throne room are two hill giants wearing scale mail (AC 15) and ill-fitting
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
City began suffering brutal attacks by a silent murderer wearing an archaic, threadbare patriarâs cloak. Many have glimpsed this pale killer, but no one has ever been able to confront or follow the
Undercellar is rumored to run throughout much of the Upper City. Its secret tunnels wind beneath numerous patriar manors, banks, businesses, and even the High Hall itself, connecting through false walls
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
City began suffering brutal attacks by a silent murderer wearing an archaic, threadbare patriarâs cloak. Many have glimpsed this pale killer, but no one has ever been able to confront or follow the
Undercellar is rumored to run throughout much of the Upper City. Its secret tunnels wind beneath numerous patriar manors, banks, businesses, and even the High Hall itself, connecting through false walls in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
colossusâs legs (area L7) and abdomen (areas L9âarea L11), respectively. A 10-foot-wide antigravity well cylinder serves as a spine, connecting to area L9. Treasure. A weapon rack on the wall opposite
a skeletal corpse wearing Cyran regalia. The skeleton wears a silver helmet with a sizable dent. A view port made from shimmering crystal overlooks the mists of the Mournland.
As long as Landroâs
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
they are wearing the uniforms of castle guards. Otherwise, any attempt by them to cross the hall causes magical flames to fill three of the suits of armor, which spring to life as three helmed horrors
location is open to the sky. This room used to have a study below it, with a staircase connecting them. The study is gone, but the upper half of the staircase remains. The following description assumes the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
been acting paranoid of late and refuses to leave his quarters (area Z8). Talking with Ilren. Ilren appears as a boisterous giffâa bulky individual with a head similar to that of a hippopotamusâwearing
roomâs ward runes. Redbud moves these roots if the characters eradicate the monsters nesting below. The roots also retract if Redbud is killed or forced to relocate. Z12: Lifeboat Wreck A cot is shoved
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
early retirees â before marking it up to sell to optimistic would-be heroes. Scalm Shilvin, a neutral female tiefling spy, is the shopâs slick, tail-coat-wearing tiefling proprietor. She made a decent
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatowerâs islet to the shore needs no
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hollow-eyed early retirees â before marking it up to sell to optimistic would-be heroes. Scalm Shilvin, a neutral female tiefling spy, is the shopâs slick, tail-coat-wearing tiefling proprietor. She made
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatowerâs islet to the shore needs no gates or drawbridges, as any attackers foolish enough to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Shadowtop Cathedral. If the awakened plants spot a creature openly wearing or carrying the symbol of the Emerald Enclave, the plants move aside to reveal hidden trails. Other creatures searching the forest
the âAttack on Triboarâ encounter (see chapter 2) when the characters visit the town. Triboar Trail This path meanders south of Neverwinter Wood, connecting the High Road to the Long Road. Itâs the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toadstools. All are diminutive, jovial creaturesâno more than three feet tallâwearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
This forest is dense and difficult to travel, with only a few worn footpaths connecting its small clearings. Most of the trees here are old, mighty oaks.
Two dryads, Sonna and Yvra, tend to this






