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Returning 35 results for 'creature concealed with'.
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Magic Items
Dungeon Master’s Guide
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Monsters
Forgotten Realms: Adventures in Faerûn
restrictions caused by webs, and it knows the location of any other creature in contact with the same web.Multiattack. The aranea makes two attacks, using Bite, Slam, or Sling in any combination.
Bite
from medicinal herbs.
5
Silks with intricate web patterns.
6
Stories with cleverly concealed morals.
Shape-Shift. The aranea Shape-Shifting;shape-shifts into a humanoid form, into a
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of
you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered
14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2);{"diceNotation":"3d8+2","rollType":"damage","rollAction":"Tentacles","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
","rollType":"damage","rollAction":"Tentacles","rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the
Monsters
Divine Contention
, speak with animals
2nd level (3 slots): animal messenger, pass without trace
3rd level (3 slots): dispel magic, plant growth
4th level (2 slots): blight, locate creature, stoneskinMultiattack
"} bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for
Monsters
Storm King's Thunder
.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Invisible [Condition] While you have the Invisible condition, you experience the following effects. Surprise. If you’re Invisible when you roll Initiative, you have Advantage on the roll. Concealed
. You aren’t affected by any effect that requires its target to be seen unless the effect’s creator can somehow see you. Any equipment you are wearing or carrying is also concealed. Attacks Affected
Magic Items
The Book of Many Things
the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage
(chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn’t recovered within 1 hour, it disappears forever.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, depending on what you’re trying to detect. Search Skill Thing to Detect Insight Creature’s state of mind Medicine Creature’s ailment or cause of death Perception Concealed creature or object Survival Tracks or food
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D3. Concealed Pit Traps Each of these pits is 5 feet wide, 10 feet deep, and dug out of the earth. Rows of rusty swords are embedded into the floor of each pit, whose tops are covered by rotted
wooden planks hidden under a thin layer of earth. A creature using a pole or similar tool to prod ahead detects the pit with a successful DC 10 Wisdom (Perception) check. Any creature that steps onto a pit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, depending on what you’re trying to detect. Search Skill Thing to Detect Insight Creature’s state of mind Medicine Creature’s ailment or cause of death Perception Concealed creature or object Survival Tracks or food
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a creature enters the trapped 10-foot-square space marked on map 9 for the first time on a turn or starts its turn there, the medusa statue in area 3 animates and shoots a magic arrow at the creature
. (If the headmaster is accompanying characters through this hall, the arcanaloth uses a mage hand cantrip to press the button and deactivate the trap.) A stone button is concealed in the north wall
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
surface of the stone here with a smooth, melted appearance. The lair has the following features: Concealed Entrances. Four sloping tunnels emerge onto the surface among the hills, concealed by brush and
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Inhuman Intellect A beholder sees in all directions. It is always looking for concealed attackers. Even when it sleeps, its smaller eyes remain open, scanning its lair for threats. If a human acted
the beholder’s genius-level intelligence. Where another creature would ignore the occurrence of two seemingly unrelated events as merely coincidental, a beholder imagines multiple ways they could be
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Wisdom (Perception) check notices an arrow slit concealed in a gap in the stairwell stones. The guards in area 5 watch the stairs through this slit, giving them a warning of the characters’ approach
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Puzzle Cube. Unkh’s puzzle cube is hidden inside the pedestal. If a character inserts the correct key in the keyhole and turns the key a quarter turn clockwise, the puzzle cube emerges from a concealed
hatch: The pedestal grinds around on the spot. As it turns, an ornate stone cube corkscrews up from a concealed hatch in its surface.
The puzzle cube can now be safely removed from its pedestal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
The water in the bottom of the depression makes the floor in that area difficult terrain.
Creature. The “tree” is Xilonen, a semisentient (Int 2), gigantic variety of polyp, similar to a sea
anemone, once revered as the hairy mother goddess of corn. The polyp, which functions similarly to a roper, is very hungry. Its mouth is concealed among a nest of flailing tentacles and protected by
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Entering Dragon’s Pride Dragon’s Pride occupies the lower floor of the casino and is accessed via an elevator. This elevator is magically concealed within the back of the large dragon statue in the
casino’s lobby. To view the elevator’s entrance and pass through, a creature must bear the club’s mark: an enchanted tattoo of a dragon claw. Only Windfall and the casino’s pit masters can bestow or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
trapped. If the chest is moved or if the hasp is not opened properly, six clay pots drop from concealed niches in the ceiling. Roll a d6 to determine how many pots shatter on the floor. The pots
contain fine powder coated with hallucinogenic frog poison. Every creature in the chamber that is neither a frog nor a bullywug must make a Constitution saving throw with a DC equal to 11 + the number of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
trapped. If the chest is moved or if the hasp is not opened properly, six clay pots drop from concealed niches in the ceiling. Roll a d6 to determine how many pots shatter on the floor. The pots
contain fine powder coated with hallucinogenic frog poison. Every creature in the chamber that is neither a frog nor a bullywug must make a Constitution saving throw with a DC equal to 11 + the number of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
trod underfoot. Two tall urns shaped like wicker baskets stand along the north wall, each one filled with river stones.
Creature. The centaur figure is the mummified remains of a sacred offspring
is concealed in the bottoms of the two urns. Buried beneath the stones are two crushed silver masks (worth 25 gp each), an electrum serpent bracelet (worth 50 gp), a broken marble statue of a monkey (50 gp), and four silver hairpins set with jade worth (5 gp each).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Whelm Weapon (Warhammer), Artifact (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume
missing, the weapon flies back to your hand. Shock Wave. You can take a Magic action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” — hollowed-out stalactites connected by walkways, stairs, and rope bridges. The towers are concealed by the thick webs of giant spiders stretched below them, so that only the lowermost parts of the stalactites
and the entrance to the priestess’s tower. The swaying bridges are difficult terrain for non-drow.
Falling. A creature pushed off the stairs, a bridge, or the edge of a platform must attempt a DC 10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
host allows her an hour of study and contemplation, she concludes that the controls are a mystery and should be left alone. Violent Wongo urges his host to smash the controls. Concealed Crawlway A
hit points, and immunity to poison and psychic damage. Destroying the panel disables the controls and causes arcs of lightning to momentarily erupt from the iron lectern. Each creature in the room must
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The chest weighs 40 pounds and is unlocked. When opened, it releases a cloud of sleeping gas that fills the room. Any creature in the room must succeed on a DC 18 Constitution saving throw or be
effect of the gas, the witches do not appear. The armored skeleton on the floor is all that remains of an adventurer. His corpse has nothing of value. Secret Doors This room is concealed behind two
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
), minor illusion, and poison spray. They don’t carry longbows. Oracle Pool The sludge within the pool conducts the reveries of Dendar the Night Serpent. A creature that enters the sludge or starts its
turn in the pool takes 5 (1d10) psychic damage. Any creature that gazes into the pool for more than a few seconds receives a brief, nightmarish vision. In this vision, the creature is being swallowed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
a silvery head.
All the items hanging on the walls are actually realistically painted stucco sculptures. If the characters investigate the calendar stone, see area 31. Creature. The statue is a
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
32. The Portal to Death Behind the concealed entrance is a narrow tunnel that slants down and away. The passage is barely four feet in diameter, and the walls are carved with a profusion of ancient
conjuration magic emanates from beyond the door. It takes a successful DC 20 Strength (Athletics) check to bash the door open. If a creature does so, the door gives way suddenly, dumping the gate-crasher
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
something that led to the downfall of its creators or inhabitants 56–58 Dug as a burrow by a monster that might still live inside 59–61 Entrance concealed behind a waterfall 62–64 Floating on the sea 65
–66 Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite 67–69 Intended as a tomb 70–72 Long known as the site of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that best describe the creature. Knowing the creature’s alignment can also help with your portrayal. The classic advice for writers holds true: show, don’t tell. For example, rather than describe an
NPC as jocular and honest, have the NPC make frequent puns and freely share personal anecdotes. You can further enhance your portrayal of a creature in the following ways. Use Facial Expressions. Your






