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Returning 35 results for 'container wall rivals'.
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container wall reveals
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contain will rivals
Monsters
Storm King's Thunder
each: arcane lock, gust of wind, invisibility, magic missile, unseen servant
1/day each: globe of invulnerability, haste, hypnotic pattern, ice storm, lightning bolt, Mordenkainen's sword, wall of
newfound magic to destroy her rivals as well as Hekaton’s court. But the countess is not happy at present, because her search for the lost trove has not been going well. Frustrated, Sansuri has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an
rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, invisibility, major image
3/day each: dispel magic, fly, suggestion, wall of fire
1/day: dominate monster
Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet
constantly stymied by politically shrewd rivals.
Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior
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
Monsters
Fizban's Treasury of Dragons
conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair
Backgrounds
Guildmasters’ Guide to Ravnica
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
.
Contacts
The ordered structure of the Boros Legion offers abundant opportunities to make friends — and rivals — in higher places. You might have close friends in other guilds that share the
Monsters
Fizban's Treasury of Dragons
sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
Learn More
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
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
against the wall can become a miniature storm of fangs and claws as it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for
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->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->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
cages that swung from the ceiling, and the stink of sweat and singed flesh wafted from adjoining alcoves. Against the wall stood an enormous sentry, somewhere along the spectrum between rotund man and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Cult of Rakdos SUNG CHOI Jace walked into the Rakdos club, pushing into a wall of scents and sounds. The ceilings were surprisingly high inside, draped with banners and spiked chains. An impish
cages that swung from the ceiling, and the stink of sweat and singed flesh wafted from adjoining alcoves. Against the wall stood an enormous sentry, somewhere along the spectrum between rotund man 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->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->Van Richten’s Guide to Ravenloft
. Ivana’s genius and cynicism, in combination with the Dark Powers’ aid, grant her insight into the nature of Borca’s people that borders on precognition. She’s always one step ahead of her rivals and has
she does close Borca’s borders, the Mists rise as a wall of acrid chemicals that affect creatures as detailed in “The Mists” section at the start of this chapter.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ivana’s genius and cynicism, in combination with the Dark Powers’ aid, grant her insight into the nature of Borca’s people that borders on precognition. She’s always one step ahead of her rivals and has
she does close Borca’s borders, the Mists rise as a wall of acrid chemicals that affect creatures as detailed in “The Mists” section at the start of this chapter.
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
-foot-tall pillar of ice with a horned, pale-skinned, humanoid figure trapped inside it. The pillar is wrapped in black chains, and the wall behind it is covered with brown fungus.
The figure in the
frozen at all times by the 10-foot-square patch of brown mold growing on the wall behind it (see “Brown Mold” in the Dungeon Master’s Guide). Any creature that touches the pillar of ice is close enough
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall pillar of ice with a horned, pale-skinned, humanoid figure trapped inside it. The pillar is wrapped in black chains, and the wall behind it is covered with brown fungus.
The figure in the
frozen at all times by the 10-foot-square patch of brown mold growing on the wall behind it (see “Brown Mold” in the Dungeon Master’s Guide). Any creature that touches the pillar of ice is close enough
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->Sword Coast Adventurer’s Guide
elected for life. The current Waterbaron is Nestra Ruthiol, a hot-tempered woman who is wickedly calculating; though she is free with her words and her insults, she seldom takes action against rivals
order to free up the post for one of her rivals within the city. It is conflicts and schemes such as this that keep Yartar from gaining prominence in the North. If the town can overcome its internal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elected for life. The current Waterbaron is Nestra Ruthiol, a hot-tempered woman who is wickedly calculating; though she is free with her words and her insults, she seldom takes action against rivals
order to free up the post for one of her rivals within the city. It is conflicts and schemes such as this that keep Yartar from gaining prominence in the North. If the town can overcome its internal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Attack on Goldenfields Guh, the self-styled chief of the hill giants, has driven off her female rivals and conquered their husbands. Now, she tasks her mates with collecting food for her voracious
giants waded across the river and hurled rocks at Goldenfields, pounding its outer wall and alarming its residents. Archers on the wall retaliated with a barrage of arrows. The giants and goblinoids
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Attack on Goldenfields Guh, the self-styled chief of the hill giants, has driven off her female rivals and conquered their husbands. Now, she tasks her mates with collecting food for her voracious
giants waded across the river and hurled rocks at Goldenfields, pounding its outer wall and alarming its residents. Archers on the wall retaliated with a barrage of arrows. The giants and goblinoids
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
every meeting. The bloodstained robes are not an anytime outfit. The illusion of eyes on every wall in the headquarters was scary once. Now knock it off. The Archfey Many folk think of the fey as
exemplify the duality of light and dark, and your motivations are often as inscrutable as those of your fey master. This can be an advantage when rivals are trying to suss out your plans. But it can be
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
every meeting. The bloodstained robes are not an anytime outfit. The illusion of eyes on every wall in the headquarters was scary once. Now knock it off. The Archfey Many folk think of the fey as
exemplify the duality of light and dark, and your motivations are often as inscrutable as those of your fey master. This can be an advantage when rivals are trying to suss out your plans. But it can be
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->Icewind Dale: Rime of the Frostmaiden
-high ceiling of this cavern is a forest of icicles, some of which have grown to a length of five feet or more. Embedded in the south wall is a cylindrical, domed building made of seamless black stone
statues are raised by a five-foot-high, curved stone platform enclosed by a low wall, with stone steps leading up to it.
See area H28 for a description of the stone building’s interior. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-high ceiling of this cavern is a forest of icicles, some of which have grown to a length of five feet or more. Embedded in the south wall is a cylindrical, domed building made of seamless black stone
statues are raised by a five-foot-high, curved stone platform enclosed by a low wall, with stone steps leading up to it.
See area H28 for a description of the stone building’s interior. The
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->Monster Manual (2014)
marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the
how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the
how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend