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Returning 35 results for 'connects destroyed'.
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Magic Items
Tasha’s Cauldron of Everything
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
14: Crash Site Rubble and metal wreckage cover the ground of this ragged fissure. The ceiling is 20 feet high, and its magical light panels have been destroyed, leaving this area in darkness. When
escaped prisoners tried to fly the damselfly ship in area 23 to safety, they crashed it midway through the launch bay, causing a chain of explosions that destroyed this area. A thick wall of debris, not
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
silver wires to a third creature that appears to be a two-headed owlbear. More silver wire connects their restraints to a complex control panel standing between them.
The experiment underway in this
) force damage. The controls and the wires are self-repairing, and cannot be severed or destroyed. Treasure Any search of the room recovers two vials of thessaltoxin poison (see appendix C) and a vial
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Fidelio’s Folly Chasm. This partially destroyed room is dimly lit by the lava at the bottom of the nearby chasm (see area 40). Past the chasm’s ledge is a spectral bridge that connects two other
partially destroyed chambers (see area 16).
Peeling Paint. The vibrant green paint that once adorned the walls has mostly peeled off from the chasm’s extreme heat.
Ghost. As one or more characters
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
various models of the planes. Glass piping connects tanks holding strange liquids and materials, all in an ongoing state of transmutation. A miniaturized human lies in apparent stasis in a windowed
complicated weave of magic in the Temple of Moloch. If the homunculus is destroyed, the eidolon in the main temple (area 25) must immediately use its Incorporeal Movement trait to enter the nearest
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
(Requires Elemental Core). The ship’s Fly Speed increases by 50 feet until the start of this crew member’s next turn.
This set of metal cylinders connects directly to an airship’s arcane matrix
for 1 hour, until this station is destroyed, or until the crew member that took this action loses Concentration or leaves this station.
This marvel of arcane engineering sits on the prow of an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
World Tree that connects all the Outer Planes (see “Traveling the Outer Planes” earlier in this chapter). When the First World was destroyed, seeds from this great tree scattered into the void of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from bodies destroyed in attempts to infuse oozes with humanoid intelligence. The piles are 3 feet high. It costs 15 feet of movement to move 5 feet across a pile. A creature that enters or starts its
perfect assassins.” If she and her wights have the upper hand in combat, or if all the wights are destroyed, she calls for a break in hostilities. She proudly talks of the sentient oozes that will wreak
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
destroyed, the sphere is also destroyed and disappears. V6: Empty Cells Iron bars form three empty cells along the walls of this room. A nondescript stone door to the east indicates the room’s exit
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mild surprise, she notices you. “Oh. You,” she says. “You could be helpful. Come on.” With that, she turns and heads up the far stairs.
This hall connects the stairs leading to areas S19 and S22
object with AC 17, 60 hit points, and immunity to poison and psychic damage. If destroyed, the wall topples, providing access to area S23 and alerting creatures in that area to the characters’ presence
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
center of the room, another set of stairs leads down. The staircase in the center of the floor (area K20a) leads down to area K71. The spiral staircase has no railing and connects the main floor of
is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow regains all its hit points at dawn if it has at least 1 hit point remaining. The Heart of Sorrow is held aloft by the will of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
either of them. The statues use the animated armor stat block and fight until destroyed. Alarms. An alarm spell has been cast on the bottom of the grand staircase. Another such spell has been cast on the
-sized doll is posed in an elaborate silk dress.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Deadly Doll. After hours, the curator enables her office’s defense
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Whisker A long and narrow span of wiry metal forms a bridge across a hollow in the Spire. Other metallic protrusions jut from the vertical walls.
This 200-foot-long, 5-foot-wide bridge connects
and psychic damage. If any segment of the bridge is destroyed, the entire structure crumbles, causing creatures on it to fall. This part of the Spire has no ceiling or floor. Any creature that falls
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Infinite Staircase The Infinite Staircase is an extradimensional staircase that connects the planes. An entrance to the Infinite Staircase usually appears as a nondescript door. Beyond the portal lies a
. Some legends describe a great tree, a seedling of Yggdrasil, that the god Corellon planted and tended on the First World at the dawn of time. When the First World was destroyed, seeds from this tree
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
vanish and reappear in the appropriate statue’s grasp. If the statue is destroyed, the weapon has nowhere to return to and disappears. The table shows which statue holds which weapon, as well as the
mist. The archway is a portal that connects the temple to the divine oracle (area 11), allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sinkhole. White Gate. The passage that leads west has a white gate that connects with the Lake of Madness. 39. Beholder’s Domain Hundreds of unblinking eyes stare into this room from long walls of
spawn in this area are no longer a threat to those who freed Thaxalia. If Thaxalia is destroyed, the beholder spawn here disappear. 40. Slimy Chamber Viscous slime covers this chamber. Rough stone
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the
the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant. Destroying the Servant. The servant can be destroyed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Tomb Locations The following locations in Xeluan’s tomb are keyed to map 9.2. Map 9.2: DM’s Map View Player Version X1: Main Entrance A 200-foot-long, excavated tunnel connects the citadel ruins to
connects to a wooden trapdoor in the ceiling. A burbling fountain protrudes from the wall east of the garden.
A narrow hallway leads north, and from the southeast corner of the room, a wider
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
can’t leave the pit until all the demons within it are destroyed. The pit is otherwise easy to climb. Shalendra Floshin Pit Battle. In the pit, a reduced-threat vrock (see “Reduced-Threat Monsters
goes looking for a key on her own. Either way, before she leaves, she can help the party for a time if they (and you) wish. White Gates. The corridor to the east contains a white gate that connects with
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
latch to open it. Well. The well is 10 feet wide and 100 feet deep. The water it once held drained out after an earthquake, and the now-dry passage deep below eventually connects to the Underdark. The
characters wearing circlets are concerned. The monsters can be damaged or destroyed by those characters’ actions. A character can’t pierce the illusion while wearing a circlet, but simply taking off the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bridges or towers) by linking their bodies or dig around impediments. No matter how many modrons are destroyed, more take their place. Any non-modron that enters the path of the marching modrons on foot is
condition until initiative count 0 of the next turn or until the eye is destroyed. Tyrant’s Spiral Locations The following locations are keyed to map 15.1. This map is divided into six smaller maps
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
southeast pool connects this area to the inner cave (area D3). Treasure. The derro apprentice carries a decorative silver dagger with an ivory handle, worth 50 gp, along with a belt pouch containing 20
, glass-like material with a burnt appearance. The star is nonmagical but extremely resilient; it can’t be destroyed by anything short of a Disintegrate spell. Treasure. One derro apprentice wears a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
three rods Gremorly set up to turn Harrowhall into a ghost trap. If the rod is removed from its tripod or destroyed, the necromantic energy fades and the rod becomes nonmagical. The rod and tripod
glyph has gone off, or if it is dispelled, the ritual rod can be safely moved, destroyed, or disassembled. The glyph doesn’t activate if the rod is moved without anyone touching it or approaching it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
. This archway connects to area T7 via a hidden doorway. The tunnel beyond the archway is made of obsidian and covered in cobwebs. South Archway. Any creature or object that enters this one-way portal is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
takes damage in the Waterdeep simulation. A psipod shuts down if it is disabled or destroyed. To disable a psipod, a creature must disconnect three of the eight copper wires connecting it to the metal
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
no wider than the sinkhole itself.
The crystal formations are lightning crystals (see “Haskasori Features”). The loamy sand at the bottom of the sinkhole connects to a massive layer of sand that
and fights until destroyed. Mummy Lord’s Heart. The statue here is a Small object with AC 13, HP 10, and Immunity to Poison and Psychic damage. Within lies Yaarnak’s shriveled heart. Treasure. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Temple The following areas correspond to the labels on map 6.2. The temple is connected to Cassalanter Villa by a staircase that connects with area A1. Also, an underground stream (area
turns to ashes. Nonmagical objects tossed into the flames are destroyed. If the statue is struck by a mace of disruption, it cracks and falls to pieces, shattering the bowl as it tumbles down. Any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
area. The undead attack until they are destroyed or the intruders have been driven away. They pursue intruders throughout the tunnels but do not leave the Winding Way. Once any intruders have been
poisonous gas hidden above the door. A thin wire connects it to the latch of the door. A character who has a passive Perception score of 16 or higher notices the wire. A character who is searching
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters (area D7a) and the Durst parents’ bedroom (area D12a
balcony (area D12c). Dumbwaiter. A dumbwaiter in the southwest corner connects to areas D4a and D7a below. Treasure. The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and the furnishings are beginning to deteriorate similarly. Flakes of ash cloud the air.
All the library’s books have been destroyed. Secret Door and Bridge. A secret door is hidden in the east wall
Staircase This 40-foot-high, spiral staircase connects area S2 on the first floor and area S13 on the second floor. The stone tower that contains the staircase no longer has a roof over it; the conical
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
at the start of each of its turns until the slime is scraped off or destroyed. Pushing Vines. A detect magic spell reveals that the vines directly above the slime pools radiate an aura of
DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be pushed into the slime pool. Slime Tunnel. A 5-foot-diameter tunnel connects the slime pools. A creature with a passive Wisdom
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
enters the room or starts its turn there must succeed on a DC 13 Dexterity saving throw to avoid colliding with a statue. Reduce the DC by 1 for every three dancing statues that have been destroyed. A
(see “Treasure” below). It remains suspended in the air above the dais even if the statue on the dais is destroyed. Slaad Guardian. An invisible gray slaad in its true form appears near the dais when
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reanimate dragon skeletons buried in the flying island’s foundations. If the characters can quell the Cataclysmic fire, the Undead dragons will be destroyed and the flying citadel will fall. Leedara isn’t
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
northwest corner curls up 10 feet to area 6e and continues up another 10 feet to area 6h.
6d. Hall of the Forest Kingdom A flight of stairs connects this room to the lower floor. The room is empty except
around the bulb. If the crystal bulb is planted in earth or soil on this level of Undermountain, it is destroyed as Halaster Blackcloak (see appendix A) sprouts from the ground where the bulb was
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
“Antigravity Wells” section earlier in this chapter). The well connects to Landro’s right hip (see area L8). L6: Left Foot The stone door at the toe end of this hollow foot has broken in several parts and
item is dipped into it. The pool regains all expended charges daily at dawn. Dragonshard Pool Effects d6 Effect 1–2 The item is destroyed. 3–4 The item gains a cosmetic defect such as






