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                        Returning 31 results for 'container wall reverses'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
                                                
                                            
                                                
                                                     the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fireball, wall of fire
3/day each: fire storm, haste, teleport
Magic Resistance. Imix
                                                
                                            
                                                
                                                    ":"roll","rollAction":"Destruction Chance"} that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
Regional Effects
The region containing an
                                                
                                            
                                        
                                                    Beholder
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
                                                
                                            
                                                
                                                     after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
                                                
                                            
                                        
                                                    Death Tyrant
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
                                                
                                            
                                                
                                                     turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     jar 3 Burning fire 4 Cracked gem 5 Door 6 Fresco 7 Furniture 8 Glass sculpture 9 Mushroom field 10 Painting 11 Plant or tree 12 Pool of water 13 Runes engraved on wall or floor 14 Skull 15 Sphere of
                                                
                                            
                                                
                                                     directions (true or false) 42–44 Grants a wish 45–47 Flies about to avoid being touched 48–50 Casts geas on the characters 51–53 Increases, reduces, negates, or reverses gravity 54–56 Induces greed 57–59
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     container. Each stasis pod contains an unconscious Humanoid prisoner in a state of magical suspended animation. Most of these prisoners are commoners, but if you want to introduce a particular NPC to help
                                                
                                            
                                                
                                                     an umber hulk burst from its malfunctioning stasis pod. It smashed the pods around it in a rage, then burrowed through the wall, creating area 10.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     and then settles again into quiescence, until later in the day when the process reverses itself, as residents return from work and servants leave. The liveliest, and perhaps the loveliest, part of the
                                                
                                            
                                                
                                                     ward is the Cliffwatch. Here, the plateau upon which Waterdeep sits features cliffs so steep and high that the city wall is interrupted to either side of them. Some of the most lavish residences and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    , whereupon the trap resets. Sculpted Visage. A wide alcove in the east wall is not visible from the northern entrance. When characters see the alcove for the first time, read: At the back of a recess
                                                
                                            
                                                
                                                     in the east wall is a giant stone visage rendered in bas-relief. The face is that of a divinely beautiful woman with kelp for hair, eyelids like seashells, and a vaguely menacing half-smile. 
 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     army of a hundred warriors. Three suits of full plate armor rest on dummies by the western wall. Weapons Locker. This locker is reinforced with a superior lock. To open this door, a character must
                                                
                                            
                                                
                                                     wall. B8. Guard Room The soldiers relax in this chamber when they’re not on duty, wiling away their downtime by playing cards, drinking, or singing. There are 1d4 + 2 guards in here at any time of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    , which is mostly empty. Two chests rest along the east wall.
 One of the chests is fake—a hungry Mimic has altered its shape to resemble the mundane container beside it. The mimic ambushes any
                                                
                                            
                                                
                                                     wall at this junction.
 The arrow slit is linked to area B2. If the characters enter the cave carrying a source of Bright Light or talking loudly, the slit begins to vent harmless steam as the Steam
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     against the south wall. Atop the dais is a misshapen throne crudely carved out of black crystal. Small, crackling flames burn in braziers that occupy the room’s corners.
 Slumped near the east wall is a
                                                
                                            
                                                
                                                    . Loud mechanical noises come from behind the west wall.
 Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The lock is old and can be picked by using thieves’ tools and making a successful DC 12 Dexterity check. The building is full of cobwebs, and a 3-foot-tall oval mirror hangs on the western wall. Eerily
                                                
                                            
                                                
                                                    . A vein of turquoise runs through the east wall diagonally, looking like a stream. The granite in the vein has been carved to look like a school of trout.
 Stone Basin. A large, empty basin is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     reach the settlement safely and promptly. 17b. Bugbear Sentries Hunkered down near the eastern wall of this 15-foot-high cave, gnawing on old bones, are six bugbears with orders to attack any non
                                                
                                            
                                                
                                                     container. Nerozar uses its Telekinetic Ray to direct the gas spores on collision courses with intruders. The gas spores’ poison has no effect on the beholder zombie. Nerozar challenged Xanathar for lordship
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     slit, indicating that at one time they had shutters to keep out the elements.
 A section of the wall to the southwest has collapsed inward, opening up to the rocky slope of the island’s smaller hill
                                                
                                            
                                                
                                                     was slain with the rest of the garrison during the drowned ones’ initial attack. The weathering of storms and the salty air has eroded the mortar in part of the wall, causing the collapse. The room is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    ’ hoard. Unless the male dragon is hiding, he sits proudly atop a heap of valuable items in the north end of the cavern. The female rests nearby on a ledge that projects from the western wall of the
                                                
                                            
                                                
                                                     of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     discovers a segment of the stone wall behind the altar easily shifts aside, revealing a passage leading to area C4. Characters who have the Stonecunning trait have advantage on this check. This door is
                                                
                                            
                                                
                                                     cavern’s entrance and another along the back wall.
 A whistler (detailed at the end of this adventure) lurks at the western edge of the northern platform. It waits to attack until intruders appear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     room, illuminated by four torches set in wall cressets, has been cleaned out to serve as quarters for four hill giants. If they survived or escaped the assault on the steading, Chief Nosnra and his
                                                
                                            
                                                
                                                     held for ransom. He is a human commoner whose goods have all been seized by the giants, and thus he can pay his rescuers only with eternal gratitude. Cell 4C. The cell is empty. On the west wall is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . The fourth wall is made of alabaster and has a locked iron door set into it (leading to area E2). A black-robed female human with a bald, scarred head watches this room through a glass window set
                                                
                                            
                                                
                                                     into the wall of another room (area E3). Dreadful Host. The figure watching through the window is Kaevja Cynavern (see area E3), and she can see through the purple mist between the two rooms easily
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . Against the east wall rests a coffer, its lid closed.
 The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
                                                
                                            
                                                
                                                     beside it. A closed coffer leans against the south wall, and a seaweed bed fills the southwest corner.
 A small group of sahuagin in this room are vocalizing what seem like raucous sounds of merriment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
                                                
                                            
                                                
                                                     monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
 Reactions
 Negate Spell (3/Day). The alhoon targets one creature it can see within 60 feet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  Sleep Ray. The
                                                
                                            
                                                
                                                     feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of
                                                
                                            
                                                
                                                     of street network that tends to delineate most large settlements; instead it has a single street running inside the circular town wall, and another pair of straight roads crossing the town north-to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    Locations on the Entrance Level The following locations are identified on map 6.5. 1. Entry Passage The floor here is polished obsidian, and great wall hangings can be seen by the characters as soon
                                                
                                            
                                                
                                                     gases that spurt from the walls. One of the tapestries on the south wall screens the entrance to the royal apartment (areas 4–7). 3. Throne Room and Audience Chamber  Two steps of white-veined black
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
 At will: fireball, wall of
                                                
                                            
                                                
                                                     that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed. Regional Effects The region containing an elemental node in which Imix is present becomes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     manipulating a simple tool or opening a door or a container.
  Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target
                                                
                                            
                                                
                                                     count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     areas of the dungeon. He cannot aid his rescuers, but he will repay them with service. Third Cell. An elf knight is chained to the wall. He is wounded from torture (currently down to 14 hit points). He
                                                
                                            
                                                
                                                     to a semicircular alcove with a back wall made of a purplish-black, glassy-appearing substance. Anyone who stands before this wall and gazes upon it for 1 round sees a writhing, amorphous form of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     container moved will reveal a hole filled with 600 gp, four 250 gp gems, and a silver tube (worth 50 gp) that holds a spell scroll bearing a 3rd-level cure wounds spell. 7. Cavern This natural rock
                                                
                                            
                                                
                                                     along the south wall (near guard position 8), each holding 200 gp. A rock ledge on the southeast wall, 9 feet off the ground, has a stone box atop it. The stone box cannot be seen by a human-sized
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Bonus +7
 Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the
                                                
                                            
                                                
                                                    , Primordial
 Challenge 26 (90,000 XP) Proficiency Bonus +8
 Awakening of the Scion. The cradle is a container for the scion of Memnor. When the cradle drops to 0 hit points, its body dissipates into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     different from the ones originally spoken. 
   Omens of Ephara    d6 d100 Omen of Ephara 
     1  07  A carved image or face-like pattern on a wall animates and speaks. 
   2  08  The streets of a city
                                                
                                            
                                                
                                                     starts bleeding, their blood pooling in a bull shape. 
   2  60  Normally harmless animals turn aggressive—the smaller, the angrier. 
   3  61  Water (a stream, pool, rain, or a liquid in a container
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the Yawning Portal tavern who had a tiny beholder pet. A gazer, she called it. When I reached to pet it, the creature struck me with one of its eye beams and flung me back against a wall with such force
                                                
                                            
                                                
                                                     exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
 
 VARIANT: GAZER FAMILIAR
 Spellcasters who are interested in unusual familiars find that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of
                                                
                                            
                                                
                                                    , Evard’s black tentacles, phantasmal killer
 5th level (2 slots): modify memory, wall of force
 6th level (1 slot): disintegrate, globe of invulnerability
 Turn Resistance. The alhoon has advantage
                                                
                                            
                                        






