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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ;s control.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can take a
                                                
                                            
                                                
                                                    , freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides.
Random Properties. An Orb of Dragonkind has the following random properties
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way the
                                                
                                            
                                                
                                                     lair has a challenge rating of 14 (11,500 XP).
 
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Antimagic Cone. The dreadnought’s eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces
                                                
                                            
                                                
                                                     disappears, and everything inside it appears around the dreadnought’s corpse. The demiplane is otherwise indestructible.
Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can
                                                
                                            
                                        
                                                    Astral Dreadnought
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Antimagic Cone. The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which
                                                
                                            
                                                
                                                     the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
Legendary Resistance (3/Day). If the
                                                
                                            
                                        
                                                    Death Tyrant
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces
                                                
                                            
                                                
                                                     it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).
Lair Actions
When fighting inside its lair, a death tyrant can invoke
                                                
                                            
                                        
                                                    Beholder
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the beholder decides which way
                                                
                                            
                                                
                                                     closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
                                                
                                            
                                        
                                                    Orb of Dragonkind
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb’s depths and
                                                
                                            
                                                
                                                     advance the worship of Tiamat, or something else the GM decides.
Random Properties
An Orb of Dragonkind has the following random properties:
2 minor beneficial properties
1 minor detrimental
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Market Games The Market Games take place inside three golden tents located in the Event Grounds, which are situated in the center of the Dyn Singh Night Market. Vendors sponsor events to advertise
                                                
                                            
                                                
                                                     their wares and attract visitors to the market. The current sponsor of each tent decides how its interior is arranged. The following three events are now being hosted: Aroon Family Pepper Challenge. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                    ) against the target’s Armor Class. If the attack roll hits, a crash occurs; otherwise, the target moves out of the ship’s path, avoiding the crash. If the DM decides that a crash is unavoidable, no
                                                
                                            
                                                
                                                     the chapter). If the suppression of a ship’s gravity plane would cause the creatures on or inside that ship to fall, they fall in whatever direction is appropriate for the sudden change in gravity. To
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     giff, reporting on his activities and contacts. When word of the recent altercation between the characters and the astral elves gets back to Hastain, the reigar decides to punish the characters for
                                                
                                            
                                                
                                                     wizard the reigar knows by reputation, Hastain decides to put an end to the characters’ meddling: Closing in from behind is a gigantic, bioluminescent, jellyfish-like creature with a flamboyantly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -thick layer of fog. The fog is absent inside the walls and around Spiderwatch Keep, the great edifice at the heart of the fortress (area 19). There are no light sources in or around the fortress. Anyone
                                                
                                            
                                                
                                                     drow in the courtyard, invaders must contend with the drow in the guard towers, who can target creatures both inside and outside the courtyard. Each of the guard towers (areas 18a through 18d) is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Thereafter, the piece points in the direction of the third rod piece inside Landro. If the party travels in that direction, the characters eventually reach the ruins of Landro (see the “Landro” section
                                                
                                            
                                                
                                                     Docent knows one of the following spells and can cast it at will, requiring no spell components (roll a d6): (1–2) Detect Evil and Good or (3–6) Detect Magic. The Docent decides when to cast the spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     sphere and any creatures inside it disappear. The DM ultimately decides where they end up, if anywhere. Possibilities include Mechanus, the Vast Swamp on Oerth, Mount Nevermind on Krynn, a desert on
                                                
                                            
                                                
                                                     out of the way as the surface of the globe peels back to reveal a dark, hollow interior. Inside this cavity is a padded bronze chair with levers built into its armrests.
 When a creature sits on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you
                                                
                                            
                                                
                                                     things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides. Random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     in diameter, and mist swirls inside it. While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a
                                                
                                            
                                                
                                                     decides. Random Properties. An Orb of Dragonkind has the following random properties: 2 minor beneficial properties 1 minor detrimental property 1 major detrimental property Spells. The orb has 7 charges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     of personality might find themselves under the orb’s control. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside
                                                
                                            
                                                
                                                     particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the DM decides. Random Properties. An Orb of Dragonkind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Getting Inside Characters who bang on the prison’s north or south door are admitted into a 30-foot-long entry corridor, where they are greeted by the three guards (veterans) stationed in the nearby
                                                
                                            
                                                
                                                     meeting room (area R12), where the warden greets them soon thereafter. The warden (see area R21) tries to find out why the characters are at Revel’s End and decides whether to help them or not. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     them but decides on a whim to replace the statue’s current head (a rusty lantern) with the head of one of the characters. Noolgaloop fully expects the character to make this sacrifice for the good of
                                                
                                            
                                                
                                                     outward from the statue’s breast, and it wears a kilt of green moss. A rusty lantern serves as the god’s head, inside which rattles a fist-sized green gem — the control gem for the green slaad in area 4
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     gate consists of a pair of iron-reinforced wooden doors that can be barred from the inside. These heavy doors are backed by a massive portcullis of iron bars. A very small child might be able to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     zodiac phenomenon might sweep over an entire planet once in a generation, or it might occur monthly in a remote village. The DM decides when and where zodiac phenomena occur as well as their impact
                                                
                                            
                                                
                                                     season changes, with a new constellation rising to prominence. One or more planets align inside a given constellation. Darkness falls on a moonless night. The characters take a long rest. A character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     mostly masks the odor of decay that permeates the hall. Nezzarum, a Silver Dragon Wyrmling who knows Common, lurks inside the statue of Orcus. The dragon can gaze out into the hall through the
                                                
                                            
                                                
                                                     decides to test them. He issues a random command, determined by rolling on the Nezzarum’s Commands table, and judges them based on their consequent actions. If they fulfill his wishes, he seems pleased
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     statue are useless, though the head of a +1 mace attached to a broken haft can be found. Well of Light. The illumination inside the well comes from liquid light, a fluid that clings like oil if
                                                
                                            
                                                
                                                     fired through his front door. If a creature then decides to climb the rope up into the lair, Xipe starts to reel in the climber when it has ascended halfway. A creature being hauled up into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     hierophant decides to sow unrest by hiring mercenaries to trouble the region, summoning monsters to the outskirts of town, or starting destructive fires. The hierophant then points to these events as signs of
                                                
                                            
                                                
                                                    . Inside Job. A newly inducted hierophant is appalled to learn the cult’s secret teachings. While posing as a devout leader, the hierophant asks the characters to help bring down the organization
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while
                                                
                                            
                                                
                                                     past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought’s corpse. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the eye is closed or if the dreadnought has the blinded condition.
 Astral Entity
                                                
                                            
                                                
                                                     within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought’s corpse. The demiplane is otherwise indestructible.
 Legendary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     you. Bonds and Contacts As a benefit of your guild membership, you have contacts both inside and outside the guild. Contacts are useful resources in the urban environment of Ravnica, where a friendly
                                                
                                            
                                                
                                                     prerequisites can apply for the position. Ultimately, the DM decides whether a character qualifies for such a role, with a certain renown score as a minimum requirement. Several guilds provide a salary among
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     door of thick timbers reinforced by iron bands.
 The gate is barred from the inside. It can’t be forced open by any means short of a siege engine. The bar can be raised from inside the gatehouse passage
                                                
                                            
                                                
                                                     warns the cultists in areas K2 and K3. If the characters openly approach the gate and call out, read the following text: Clattering sounds and muffled voices come from inside the gatehouse. Then a human
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     communicate with Esclarotta’s spirit simply by calling out to it while inside the tower. She is a kind soul, disturbed by the cultists, dragon, wyverns, and kobolds infesting her beautiful castle, and she
                                                
                                            
                                                
                                                     they will certainly attract hostile attention from any dragon. If they are still aboard the castle, Rath Modar and the vampire do their utmost to thwart them. If he remains in control of the castle, Blagothkus decides to visit the giants. He sends Skyreach Castle north to near the Spine of the World.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the
                                                
                                            
                                                
                                                     disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
 Legendary Resistance (3/Day). If the astral dreadnought fails a saving throw, it can choose to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     distractions to keep them apart. When Bel learns of the characters’ intentions, he decides to use them as pawns to tarnish and ultimately overthrow Zariel. Bel outwardly plays the role of Zariel’s loyal
                                                
                                            
                                                
                                                     built in his forge, nor does he reveal that it has a planetar trapped inside it. Bel also fails to mention that the nine adamantine rods are the keys to unlocking the device and freeing the planetar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     spirit simply by calling out to it while inside the tower. She is a kind soul, disturbed by the cultists, dragon, wyverns, and kobolds infesting her beautiful castle, and she longs for information
                                                
                                            
                                                
                                                     certainly attract hostile attention from any dragon. If they are still aboard the castle, Rath Modar and the vampire do their utmost to thwart them. If he remains in control of the castle, Blagothkus decides to visit the giants. He sends Skyreach Castle north to near the Spine of the World.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    -foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.
 Actions
 Bite. Melee
                                                
                                            
                                                
                                                     Actions When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     for intruders to navigate. Minions usually guard the entrances to this chamber. Escape Tunnels A lair has several escape tunnels, each closed off inside the lair by a large boulder or a mortared
                                                
                                            
                                                
                                                     usually at the highest elevation inside the lair and accessible only through a long vertical tunnel. Here, the beholder rests and plots. The room typically contains a nest of sand or cloth bedding and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     (see Boo’s Astral Menagerie). These two accompany Vocath wherever he goes. When Vocath decides to stage a gladiatorial contest, he notifies the base’s other guards so they can herd spectators onto the
                                                
                                            
                                                
                                                     Vocath’s private box, visible to creatures on the arena floor, is a mirror of life trapping whose command words are known only to Vocath. The mercane has trapped the following creatures inside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.
 Any creature in that area can’t
                                                
                                            
                                                
                                                     encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20
                                                
                                            
                                        






