Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'dawn containing'.
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while
Monsters
Astarion's Book of Hungers
containing an infernalist’s lair is warped by its presence, creating the following effects, all of which happen at the vampire’s discretion:
Diabolic Beasts. Animals in the vampire’s domain
serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Drained Essence. Grasping shadows within 1 mile of the lair
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can’t be used again until the next dawn.
Innate Spellcasting. Orcus’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
Monsters
Mythic Odysseys of Theros
The region containing Arasta’s lair is warped by her presence, which creates one or more of the following effects:
Spiders and insects within 1 mile of Arasta’s lair serve as her eyes
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Compendium
- Sources->Dungeons & Dragons->Monster Manual
containing a vampire’s lair is warped by its presence, creating the following effects: Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
5. Temple This wooden temple is dedicated to Lathander (god of the dawn) and Mielikki (goddess of forests). It has a slender steeple containing a large bronze bell, and stained glass windows
worthless) personal effects. Vark’s sack holds three empty vials that used to contain holy water (Vark drank them) and an unlocked wooden “poor box” containing 37 cp and 15 sp.
Magic Items
Lost Laboratory of Kwalish
. It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
(as above). The trapped creature can also attempt a DC 20 Charisma saving throw each day at dawn. On a successful save, the armor no longer controls the creature and can be safely donned by that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
cursed character flies into a rage that lasts until dawn; while in this state, the character becomes an NPC under the DM’s control. Blessing of Lonely Genius Supernatural Gift (Blessing) Your
from your belongings, you find an unmarked pouch containing five 1,000 gp gemstones. Consequence. The character’s new fortune garners unwanted attention from a guild of violent mercenaries, who claim
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
together 03 Silver hand mirror with a nymph-shaped handle 04 Painted wooden key whose teeth change configuration every day at dawn 05 Delicate silver cameo with pictures of twin children opposite one
another 06 Golden pendant charm shaped like a leprechaun 07 Tiny wooden box containing a croquet set sized for pixies or sprites 08 Tiny pair of sharp, iron scissors 09 Chess piece shaped like a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
used again until the next dawn. Document Flexibility Also at rank 3, you gain proficiency with a forgery kit. One such kit (containing several different types of ink, a variety of parchments and
Head Office. (It should be noted that Head Office at times has a surprisingly high disregard for potential woe to its employees.) Once you use this feature, you cannot use it again until dawn seven days
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
by a calm emotions spell (save DC 15). A creature that succeeds on its saving throw is immune to the aura for the next 24 hours. Regional Effects The region containing Ecstasy’s planar gate is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the table.
Each day at dawn, the platters and flagons on the table are mystically replenished with fresh food and wine, courtesy of Halaster’s magic. The effect produces enough food and wine for
twelve people. The magic persists as long as the table remains in this room and there is dishware capable of containing the bounty. Midna Tauberth. Midna isn’t interested in sharing her newfound lair
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pouches, one containing five gemstones (50 gp each) and the other containing a potion of heroism. K74d. Empty Cell This cell contains nothing of interest. K74e. End of the Ride This cell is linked to a
can attune itself to the sword in 1 minute. While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
make wishes. These wishes become relevant in chapter 4 (see “Wish Stones” in the “Brigganock Mine” section). Welcome Gifts d8 Gift 1–3 The creature gains the following personality trait until dawn
: “I am easily amused.” Any conflicting character trait is suppressed in the meantime. 4 The creature gains a die, a d4, which it can add to one ability check it makes before the next dawn. 5–7 The seed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the wall tops can be gained via lifts in each gatehouse. In addition, along the inside base of the outer wall are secret compartments at 300-foot intervals, each one containing a 30-foot-tall wooden
traders and merchants), and the Garden Gate (one of the city’s two inner gates). The remaining gates are closed from dusk until dawn, and a visitor must produce a written message from the lord mayor of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bland, edible food (hunks of bread and cheese, strips of meat, and dried nuts); an empty tin cup; and a glass carafe containing 1 gallon of water. The items disappear after 1 hour. Removing any of
these items from the room also causes them to vanish. Once it is used to summon food and water, the gong can’t do so again until the next dawn. If the gong is taken from this room, it loses its magical
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stalker leaves it. N’von carries a pouch containing ten pinches of faerie dust. He offers the pouch to Zephyros as a gift (see “Development”). One pinch of the faerie dust can substitute for the
urge him to help Yan-C-Bin “return the world to its primordial state, as it was at the dawn of history.” The cultists are hazy on how this can be achieved and more interested in a yes or no from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
done since the dawn of time.” A copper bowl containing rat bones Four dead cockroaches A green wax candle with a salvageable wick 5 gp (loose) Performing the Ritual To open the sarcophagus, one or more
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Vampire Infernalist Lairs Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region containing an infernalist’s lair is warped by its presence, creating
the following effects, all of which happen at the vampire’s discretion: Diabolic Beasts. Animals in the vampire’s domain serve the vampire’s will. From dusk until dawn, Medium or smaller Beasts have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
who dies in the demiplane is trapped by the Soulmonger. Each dawn, Acererak’s magic replaces the mirror tomb with a fresh fabrication. Slain monsters reappear in their original locations, and moved
runs dry (100 gp) and a spellbook containing the following spells: 1st level: alarm, comprehend languages, detect magic, expeditious retreat, identify, illusory script, sleep, Tenser’s floating disk
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the casino floor, and a sixth stands next to the display case containing the erinyes statuette (in area A9). If the characters cause a ruckus, the nearest guard moves toward them and tries to quell the
1d3 security guards (use the thug stat block) to the holding cells (area A17). The cheater is released the next dawn, escorted by security to a boat, advised never to return, and sent upriver.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
, the rowers turn the ship and head back to port so that guests and workers can disembark at dawn. Lord Drylund gives Storn money to pay the workers as they disembark. Lord Drylund remains in his cabin
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
arm holding balanced scales Kossuth, god of fire N Light Flame Lathander, god of dawn and renewal NG Life, Light Road traveling into a sunrise Leira, goddess of illusion CN Trickery Point-down
triangle containing a swirl of mist Lliira, goddess of joy CG Life Triangle of three six-pointed stars Loviatar, goddess of pain LE Death Nine-tailed barbed scourge Malar, god of the hunt CE Nature Clawed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
choice, it cannot be changed until the next dawn. LOK
Dwarf Obviator (Cleric)
Like many Obviators, “Lok” chooses to use a working name rather than her actual name out of an abundance of caution
Alchemical Kit Also at rank 3, Head Office provides you with a travel alchemical kit — an uncommon magic item containing miniaturized versions of both alchemist’s supplies and a poisoner’s kit (glass
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn:
At will: animate dead (as an action
rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
10 percent chance of containing a crystal ball-sized white pearl (2,500 gp).
8 A giant-sized sea chest containing 2,500 gp, 5,000 sp, and a +2 Trident lies in the ship’s hold.
Nass
Nass Lantomir’s corpse out of the snow find a leather satchel containing the wizard’s spellbook, which is described in appendix C. Nass’s other gear went down with the Wicked Eddy. The professor orb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creates 200 feet of web cable, the spider can’t produce any more cable until the next dawn. The iron spider exists solely to produce web cables. It has no attacks and no instinct for self
do the same to her. Drow scouts use the giant lizards as mounts. Each comes equipped with a saddle, reins, stirrups, and saddlebags containing 30 days of rations (dry moss and mushrooms). The giant
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stacked rings festooned with banners of war. Advanced siege weapons are anchored to their angular battlements. Soldiers rise at the crack of dawn to the punctual call of brass horns, filling the gate
Lion’s Gate, the portal looks like an enormous feline eye within an arch of bones, a gaseous curtain bisected by a roaring black stripe. Regional Effects The region containing Rigus’s planar gate is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate’s current location, but the portal never stays there for long. Regional Effects The region containing Sylvania’s planar gate is influenced by the magic of Arborea, creating one or more of the
shrubs abounds with nourishing berries produced by primal magic each dawn. Nestled amid the speckled shrubberies and vivid toadstools is Ewrendar, a pixie kingdom ruled by King Ewren III (chaotic neutral
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of these figures melt away, and they become three shadows until dawn. Characters who succeed on a DC 13 Dexterity (Stealth) check can cross the yard without being detected. Otherwise, Hurv and his
footlockers containing folded clothes and worthless personal effects. The room in the northwest corner contains wooden mannequins and racks designed to hold armor and weapons. Since there are no guards
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). Their boys, Brom and Bray, scamper about and easily get underfoot. Between dawn and noon, there are no patrons here, and the Martikovs are upstairs in their bedrooms (areas N2o and N2p) or in the
musical talent but manages to entertain locals nonetheless with his stories of faraway places. Twice each day, at dawn and again at dusk, he leaves the inn with a couple of apples and a cooked wolf
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ounces of oil of slipperiness, three ounces of sovereign glue, three potions of water breathing, an immovable rod, a folding boat, a bag of holding containing several fishing nets and 500 feet of
. Miraculously, it missed our hiding place, though it kept scrabbling at the floor as if it could sense us below. But then as the first glow of dawn showed at the cleft in the wall there, it suddenly fled
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
brought them to her web. Arasta casts the giant insect spell (spiders only). It lasts until she uses this lair action again or until she dies. Regional Effects. The region containing Arasta’s lair is
walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn. If Arasta dies, the spiders and insects lose their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
area and attack. No more swarms can be formed in that square until the next dawn, when more bats arrive to replenish those that were killed. Teleport Traps Invisible teleport traps are located between
put to it, as though a speak with dead spell had been cast on it. This property recharges each day at dawn. In life, Stefan was neither observant nor well informed. If the skull is questioned about