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                        Returning 35 results for 'contains while released'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
                                                
                                            
                                                
                                                     defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An Identify spell reveals if the flask contains a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
                                                
                                            
                                                
                                                     a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
                                                
                                            
                                                
                                                     served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure;lemure devils
                                                
                                            
                                        
                                                    Iron Flask
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't
                                                
                                            
                                                
                                                     age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    This immaculately cut sixty-sided diamond fits in one hand, yet it contains an entire genie empire. The Calimemnon Crystal was made by high elf magic to imprison the notorious genie lords Calim and
                                                
                                            
                                                
                                                     destroyed. Nothing else can harm it. When the crystal is destroyed, all the genies in the crystal are released.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    19. Glass Statue This dark, rectangular room contains a seven-foot-tall glass statue of a scowling woman with octopus tentacles for arms emerging from dark ocean waves. Three dusty rugs lie at the
                                                
                                            
                                                
                                                     shattered, the water spills out and takes the form of a water elemental under the command of the one who released it. The elemental understands Aquan only and does not heed commands it can’t understand. It disappears 1 hour after being set free.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    11. Smithy Characters who listen at the doors to this room hear loud hammering from beyond. The 30-foot-high room is warm and contains the following features: Fire Giant. In the middle of the room, a
                                                
                                            
                                                
                                                     action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Carrion Crawlers This raised dry area contains the following: Wooden Pen. A pen made of wooden slats confines four carrion crawlers to the northeast. Three carrion crawler eggs are inside the pen
                                                
                                            
                                                
                                                     carrion crawler eggs to the hydra in area 21a. The carrion crawlers are not treated well. If released, they are as likely to attack the bullywugs as they are the characters. Wood scraps gathered from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     hallway, casting flitting shadows on the walls. The hall contains three sliding doors along the walls, and a heavier hinged door stands at the opposite end.
 The three cupboards, accessed by sliding
                                                
                                            
                                                
                                                     harmless and always moves toward the nearest light source. Any space that it occupies is lightly obscured. After the swarm has been released, Sowpig emerges from her silk cocoon to ask why she has been
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     poison and psychic damage. If the altar is destroyed, the shadowy rift collapses, and any creatures trapped in the extradimensional prison beyond are released. They appear in random unoccupied spaces
                                                
                                            
                                                
                                                     cave with no light sources and no exits. If the cloakers haven’t been released, they attack any creature that appears in their prison. Characters can escape the prison with a plane shift spell or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
                                                
                                            
                                                
                                                     of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this hall are as follows: Chandeliers. Radiant crystal chandeliers levitate near the ceiling.
 Paintings. Paintings line the walls. They come in many sizes and have gilded frames.
 The hall contains
                                                
                                            
                                                
                                                     released and appears in an unoccupied space as close to the shield as possible. On a failed save, the creature takes 31 (7d8) necrotic damage. If this damage reduces the trapped creature to 0 hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , and psychic damage. The fire elemental goes berserk if released, attacking all other creatures it sees. Inside or outside the furnace, it can be banished using a banishment spell or similar magic, or
                                                
                                            
                                                
                                                     trapped inside an iron flask or a similar device. If the furnace is destroyed or the elemental released from within it, the air inside the balloon cools, causing the airship to descend at a rate of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need
                                                
                                            
                                                
                                                     to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age
                                                
                                            
                                                
                                                    , it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age
                                                
                                            
                                                
                                                    , it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     contains a magic teleport trap that activates as soon as the trapdoor opens. Any Medium or smaller creature on a trapdoor when it opens plunges into the pit and is teleported to a cell in either area K74
                                                
                                            
                                                
                                                     pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need
                                                
                                            
                                                
                                                     to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    11. Drow Outpost The drow of House Auvryndar established this outpost after discovering the arch gate in area 11c. All told, this area contains a drow priestess of Lolth named Melith Auvryndar, a
                                                
                                            
                                                
                                                     Lolth while her consort, the drow mage Thirza, sits at a zurkhwood desk reading her spellbook.
 Furnishings. The cave contains two sleeping pallets and a zurkhwood chest. A skewered darkmantle cooks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Yarek released the devil, it immediately murdered him. To fulfill its agreement with the mage, the devil must now kill Skrianna. Wards placed on these chambers prevent the devil from leaving, however
                                                
                                            
                                                
                                                     to pass through it normally. This room contains the following: Tapestry. A blood-spattered tapestry hanging on the west wall depicts scores of demons and devils locked in battle. (A secret door hidden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Inhabitants The sahuagin fortress is not full to capacity. A sparse crew of slaves labors on the topmost level, which contains several chambers being prepared for occupation. The submerged levels are
                                                
                                            
                                                
                                                     attacks if released, unless Kysh the triton is present. 50d Kysh* Kysh offers to join the party if he is released. 51 5 shell sharks* These creatures remain here until encountered. 52 — If the stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     fill the empty space. When a statue that has been turned is released, it grinds back to its starting position. The clay golem has orders to attack any creature that it sees and can reach. If the golem
                                                
                                            
                                                
                                                     weapons. Metal objects sealed in containers are protected. The chest is a Small object with AC 12, 10 hit points, and immunity to poison and psychic damage. Treasure The chest contains two 1-inch-diameter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     crystal sphere and left it here as a guardian, but adventurers released and slew the creature long ago. The wyvern’s remains lie alongside the fragments of its crystalline prison. Bone Throne. The throne is
                                                
                                            
                                                
                                                     unlocked and contains a disguise kit, as well as a small selection of theater costumes and props.
 Harria is a greedy, treacherous, and vindictive young woman who considers herself the world’s most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     cavern’s walls are contorted in the shapes of the hundreds of souls trapped within the house. This is the heart of the House of Lament, a tortured space formed around the amber monolith that contains the
                                                
                                            
                                                
                                                     and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
                                                
                                            
                                                
                                                     the realm of the god it served or the Outer Plane most closely tied to its alignment (DM’s choice). A soul can also be freed by destroying the coin that contains it. A Soul Coin has AC 19, 1 hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , magically looking inside a sphere, such as with a clairvoyance spell or a ring of x-ray vision, will show that it contains some apparent treasure and a key. (Each sphere holds a key, but only one of the
                                                
                                            
                                                
                                                     hold person and a false key. Sphere 8. The actual key and a silver ring. When the ring is released from the sphere, it speaks to the characters telepathically: “Stop before you put me on. I confer the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    23. Bottled Genie Ancient cobwebs fill this narrow corridor, whose midpoint features an arched alcove. Within the alcove, a dusty bottle stands on a table.
 The bottle is stoppered and contains a
                                                
                                            
                                                
                                                    . Once she’s released, she can cast the tongues spell to better communicate with her liberators. If the bottle is broken or unplugged, the dao emerges in a whirlwind of sand. She fulfills whatever
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sarcophagus draped in cobwebs. Its lid is carved to resemble a giant bat with folded wings. (The sarcophagus contains a vampire.) Floating above the vessel is a magic rune that glows as bright as a candle
                                                
                                            
                                                
                                                     Lightdrinker, a vampire in mist form, is trapped inside. When the death mark is imprinted on a creature, the sarcophagus crumbles to dust and Zorak is released. The sarcophagus is otherwise indestructible. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     brought within 10 feet of its sister shield in area 9b, the pit fiend is released. It appears within 5 feet of the shield’s bearer or in the nearest unoccupied space. The freed pit fiend attacks any
                                                
                                            
                                                
                                                     undertaking a quest to find its sister shield. The pit fiend suspects that the other shield is nearby, but does not know its location. 6c. Components Storeroom This room contains wooden trestle tables laden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
                                                
                                            
                                                
                                                     aren’t occupied with other duties or rest are found here. At night, the tower’s servants sleep here after the knights have retired for the evening. S9. Knights’ Cells This chamber contains two beds, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , revealing a stone-tiled foyer with a 40-foot-high ceiling. The area contains the following features: Braziers. The foyer is heated and dimly lit by two 6-foot-tall, 6-foot-wide stone braziers filled with
                                                
                                            
                                                
                                                     shaped like the head of a double-bladed axe. The room, which smells of roses and sulfur, contains the following: Fazrian and Fiend. A hairless, green-skinned planetar with white-feathered wings and eyes of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    -Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
                                                
                                            
                                                
                                                     the southeast (area X31). Northwest and Northeast Rooms. The temple is flanked by L-shaped rooms to the northwest and northeast. The northwest room contains heaps of cold weather clothing and a dozen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     south slopes gently upward to area 26d and contains a rolling sphere trap.
 The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
                                                
                                            
                                                
                                                     activating. When the sphere is released, all creatures present roll initiative, and the sphere rolls initiative with a +8 bonus. On its turn, it moves in a straight line until it reaches a corner, then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     84 hit points. It is clad in specially fitted half plate (AC 17) and has been trained to hunt Strahd's Vistani servants. The wagon also contains the torn-up remains of a doll. A character who makes a
                                                
                                            
                                                
                                                     hatch without needing to make an ability check. If the tiger is released, it begins stalking through the streets until its keen sense of smell locates either Rictavio (area N2) or Piccolo (area N7). The
                                                
                                            
                                        





