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Returning 24 results for 'contents count'.
Monsters
Planescape: Adventures in the Multiverse
darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP).
Lair Actions
On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the
":"Darkweaver Webs (Cocoons)"} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6;{"diceNotation":"1d6
Monsters
Fizban's Treasury of Dragons
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when itâs encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon canât take the same lair action two rounds in a row:
Beguiling Whisper
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
the keys, the following verse has been etched into the wall:
The spells on these locks are all the same.
Though each possesses a unique name.
Count on your answer to unlock the way,
But
use the wrong key to your dismay.
All four locks must be opened before the boxâs contents (whatever they might be) can be accessed.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), a darkweaver can
or darkness. Darkweaver Webs A darkweaverâs web has a 50 percent chance of having 1d6 cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) hangs from a varnished wooden rod bolted to the door. The rod is mounted 20 feet above the floor, and the banner is 9 feet long. 20. Thullenâs Bedroom Sansuriâs younger brother, Count Thullen, sleeps in
of acid. The vat weighs 400 pounds when full. If enemies enter the castle through the main door (area 11), the giant can use an action to dump the contents of the vat over the murder holes, allowing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lair actions. On initiative count 20 (losing initiative ties), Nâghathrod can take one lair action to cause one of the following effects:
Nâghathrod creates a magical duplicate of itself anywhere
images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isnât an aberration that starts its turn inside the ship must succeed on a DC 15 Wisdom saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
talk with the characters and part with one of his scales. If the characters mention the contents of the Vault of Dragons, Zelifarn demands a promise of 10 percent of the gold before he gives them what
required for the performance to count as this key. A glass jar in Cassalanter Villa (see chapter 6, area C3) plays this song when it is uncorked. Severed Drow Hand This ghastly key can be forcibly
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
examinations in offshoot rooms within the facility, such as the autopsy room. The contents of these rooms are yours to choose; otherwise, they contain nothing of value. Spirit Sump For Characters of 5thâ7th
the creature trapped within. The contents of the crypts are as follows: Crypt 1. This cracked crypt previously contained a necrichor. Crypt 2. The interior of this tube roils with shadow. Inside is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative count 1. The skeleton spends its first two turns in combat doing nothing other than breaking out of the ice and getting to its feet, which gives the characters time to flee or get in a few hits
on the icy shore, its lock broken off. See âTreasureâ below for information on the chestâs contents. Treasure. The piping-hot stew created by the cauldron of plenty is too bland for Maudâs tastes, so
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
initiative count 10 on each round (losing initiative ties), the spouts erupt with gouts of acid in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 14 Dexterity saving
) acid damage. If a creature dies in a vat, a hostile ooze emerges from it 1 round later. The ooze has the same initiative count as the creature whose death spawned it. An ooze spawned this way is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
theyâre in or what a wardâs name signifies. The names of the wards suggest the contents of the buildings and the character of the activity in each one, but no laws exist that restrict a given activity or
mainly the wealthy or influential who canât count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(escape DC 15). A creature is restrained while grappled in this way. Roll initiative. Six mechanical needles spring out from the sides of the chest on initiative count 0. The needles can be attacked
hold scented oils and perfumesâthere are twenty such containers, each weighing 10 pounds and with contents worth 15 gp. Several places that represent royal granaries in the modeled city are actually
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
several high-ranking visitors: a cloud giant count named Vaal (neutral evil), a fire giant duchess named Tartha (lawful evil), a frost giant jarl named Hellenhild (neutral evil), and a stone giant thane
back of her pet killer whale. Dealing with the Giant Lords Ordning or no, Count Vaal, Duchess Tartha, Jarl Hellenhild, and Thane Braxow know better than to defy the storm giants in their own stronghold
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
message gives clues as to the casksâ contents. Each cask contains 20 pints of liquor. In order from left to right, the casks are marked with the following symbols: Green Star. The liquor in this cask is
. Each time the trap triggers, have the characters roll initiative. The ceiling drops to its lowest point on initiative count 20 of each round, losing initiative ties, until the trap resets. Any creature
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
rightful inheritor of the tomb, its contents, and the kingdom of Bakar. Dario Jelusic Nafik, the undead former high priest of
Amun Sa, spews a dastardly monologue
in the Gauntlet of the True Way
Bronze Arm. When combat begins, the bronze arm atop the stairs animates to defend Nafik. On initiative count 20 of each round (losing initiative ties), Nafik can command the arm to grab or push a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
drawers sized for Medium creatures, line the walls of this frigid chamber. The Heralds of Dust store members of their Undead workforce here. The drawers and their contents are as follows: Drawer 1
from the chute. Falling Corpses. On initiative count 20, creatures within 10 feet of the chute must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and have the prone
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
terms of âleftâ or ârightâ rather than cardinal directions. The contents of the areas between the mists are detailed below. P14a. A leather sack containing 102 gp lies against one wall of this
and back again. A creature in the swinging bladeâs path must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) slashing damage. The blade swings again on initiative count 20 of each round
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that the lid was carved in the likeness of a screaming, axe-wielding barbarian. Exposure to the dampness has rotted the bones in the sarcophagus, reducing them to black sludge. Trap. If the contents of
the purpose of dispelling it. The ghostly battleaxe canât be harmed, canât leave the room, and targets only creatures, acting on initiative count 20. On each of its turns, it moves up to 10 feet and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
blocked or barred from the inside. The contents of the barrels and tuns have long evaporated. W8: Fungi Cavern Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth
combat in this room. If they havenât already been dealt with, they arrive after 3 rounds and act immediately after the bugbears in the initiative count. If the characters capture Nezznar and deliver
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can assemble two sets of alchemistâs supplies (50 gp each) from the contents of this lab. Among the various concoctions found throughout the room are four potions of healing, a potion of gaseous form
particularly volatile. The first character who enters the room triggers a roll on the Eldritch Surges table. After the surge begins, on initiative count 20 (losing initiative ties), roll again on the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
contents of its skull to their master, which absorbs the illithidâs brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting
and with psionic energy.
Lair Actions When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has AC 15, 500 hit points, a damage threshold of 15, and immunity to fire and psychic damage. As long as it has 1 hit point remaining, it regenerates 50 hit points on initiative count 0. Although itâs
30 feet of her and join the fray, acting on the dryadâs initiative count. Roll on the Avenging Animals table to determine what appears. A conjured animal can distinguish enemies from allies, and it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Honor Guard Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure
alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12






