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Returning 35 results for 'deepest inside are beam'.
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Monsters
Eberron: Rising from the Last War
longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Incinerating Beam"}. The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
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 cause one of the following
with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Rescue the Villagers If the characters enter Morkoth Tavern, read or paraphrase the following: Inside the tavern, smoke chokes the air. Tables and chairs are smashed, and rafters have snapped like
toothpicks. A frantic man whose brown hair whips in an unfelt wind tries in vain to free his leg from a collapsed beam. A dark-haired woman slumps over the bar, unmoving, while panicked cries and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
in its beam: to bring the monsters home, the characters must grab hold of them, then return to this world and imprison the monster inside one of his dimensional cells.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Strength (Athletics) check. Characters can reach the belfry from inside using magic such as a spider climb or fly spell. Treasure. Close examination of the bell reveals that it’s thin sides are solid
can use them to detach the bell from the beam in 1 minute. Any creature under the bell when it falls must succeed on a DC 12 Dexterity saving throw to get out of the way, or take 14 (4d6) bludgeoning damage. The gold bell is worth 2,500 gp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Once the path is clear, they pass through areas 3 and 35 on their way to area 38. One of their kin, Vanar, arrived early to scout and has already slipped inside. The characters might encounter him and
the deepest arm of this otherwise empty cave. A search reveals three backpacks made of woven spiderwebs. Each pack contains a mess kit, 10 days of rations (dried mushrooms, moss, and boiled cockatrice eggs), 50 feet of spider silk rope, and a full water skin made from a lizard’s bladder.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks. A colossus might be filled with
monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. On a failed save, 1d4 stakes impale the creature for an additional 1d6 piercing damage per stake. Wooden Beams. A creature can move around the perimeter of the room by hopping from beam to beam. To
hop onto a beam without falling, a creature must succeed on a Dexterity (Acrobatics) check, the DC of which is 5 + the distance (in feet) between the two beams. When weight is applied to and lifted
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
: Radiant light cascades from a rusted metal monument shaped like the upraised mandibles of a giant beetle.
The light cascades from a unicorn named Mooncolor, who is trapped inside a 10-foot-diameter
that moves within 100 feet of it, discharging a beam of radiance that forms a line 5 feet wide and up to 100 feet long, extending to the target. Any creature in the line that has 100 hit points or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
towers of Skyway, in the deepest depths of the Cogs, or anywhere in between. At the end of this chapter is an introductory adventure, “Forgotten Relics,” set in Sharn. Sharn can be a grim place that
jeweled statuette has fallen into the hands of House Tarkanan, and a powerful member of the Aurum will stop at nothing to obtain it. The statuette’s real worth lies in the secret plans hidden inside it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prone. The beams can be used to bar the double doors from the inside — a defensive measure in case the asteroid is attacked by spacefaring creatures. Each beam is 8 feet long and weighs 250 pounds
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Klothys worked together to imprison the titans in the deepest pits of the Underworld. Klothys voluntarily bound herself in the Underworld to keep the titans imprisoned, but that is, after all, the
left their young world vulnerable to dangers from both inside and out. Putting their rivalry aside, the pair agreed it was better to share and have something than let their struggles destroy all creation
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mural shows the golem and the prince placing a golden cylinder inside a vault filled with stars. A beam of blue light emerges from a gem in the golem’s chest. There’s a large inscription engraved below
and its horde of monsters. The blue dragon stands atop a mastaba under which lies a star-filled vault surrounded by a magical aura. The vault holds a young man inside a sarcophagus. On the left side of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Asmodeus dwells in a great fortress somewhere in the wasteland, at the bottom of its deepest pit. Only his most trusted followers and most important advisors know the route to it. He remains inside, relying on messengers and magic to convey his dictates.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic also opens the door. It pushes open easily from the inside. This circular chamber has an intricately carved, domed ceiling twenty feet high. A beam of light shines down from the top of the dome
. Barrow Entrance Embedded in the hillside south of the circular indentation is a stone door with no visible handles or hinges.
The door is snug and airtight. It can be opened only from the inside (by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside. A successful DC 20 Strength check is necessary to pry the cover open. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
columns carved to resemble warriors watch over the main entrance to the canyons; the dragon has given them whimsical names and ascribed unique personalities to them. Grand Hall. At the deepest part
one inside the hoard chamber—provide fresh water for the dragon and any guests, and they also serve as a sort of alarm system. As described in the Monster Manual , whenever a creature with an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the Dreadwood that extends into that plane. One of the Dreadwood’s most powerful denizens is a truly ancient night hag named Granny Nightshade, who dwells in the deepest depths of the forest. She
travelers. Middle Reaches. Inside the outer fringe, the forest takes on an increasingly sinister character. Even on the brightest days, the thick canopy of greenery threatens to devour the sunlight
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unfocused and easily distracted, his potential scattered like seeds on stone. It wasn’t until a kraken rose from the ocean’s deepest depths and began a rampage that threatened Dalakos’s community that he
crafted a miraculous device, one that ultimately laid low the kraken and saved the town. Today, Dalakos resides inside the kraken’s shell, where he works day and night, his heart broken, but his mind
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
can dispel the barrier created by globe of invulnerability, but not any magical effects that are active inside the barrier. If dispel magic targets the magical effect from bless cast by a cleric
example, creates a beam of light that can damage a creature who enters the beam or who starts its turn in the beam. Here are some spells with the same timing as moonbeam for their areas of effect
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a DC 13 Wisdom (Perception) check notices wet footprints along the cavern floor before the derro attack. Pools. Both pools are 8 feet deep at their deepest point. A short underwater tunnel in the
clear a pile of stony rubble inside the derro’s lair The walls of this rough-hewn chamber have been painted with broad, jagged lines of black and white. On the west side of the room, fragments of a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of
each of the kraken’s turns.
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. A giant hyena attacks a mastiff near the statue of Zariel (area I2). A hezrou pounds on the door to the temple of Lathander (area I3), trying to force its way inside. Have the players roll
tries to force open the temple doors, doing so with a successful DC 20 Strength (Athletics) check. If the hezrou forces open the doors to the temple, it begins attacking the people inside on its next
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mine, the others piled with large beams of wood—new supports that were never installed after the collapse. If the characters explore during the day, the first 30 feet inside the mine are dimly lit
disadvantage on Intelligence and Wisdom checks from being distracted by whispers, shifting movement, and other hallucinations while inside the mine. M2. Southern Wing This tunnel ends at a small
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Mine Locations Map 1.19: gem mine View Player Version The following locations are keyed to map 1.19. The mine is made up of three levels, the deepest of which is level 3. The boxed text in these
wooden boards and mining equipment.
The bucket lift is used for hoisting miners and ore between levels 1 and 2. It’s controlled by using a crank inside the bucket or the crank on the side of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Fool card.
This room is a version of the Surface of the Sun trap in chapter 4, but it differs from that trap in the following ways: Hotter Ceiling. Characters inside the room take 11 (2d10) fire
narrow wooden beam spans the length of this chamber, from the west door, which bears the image of the Star card, to the east door, which bears the image of the Talons card. The beam crosses a twenty-five
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Version A malicious spirit (chaotic evil ghost) has tampered with one of the crypt’s magical wards, releasing a necrichor (see the appendix) previously trapped inside. The hostile creatures threaten to
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->Mordenkainen's Tome of Foes
visitors, bringing forth visions from the deepest reaches of their psyches. Some of these visitors are the unwitting souls of departed people who have been pulled into the Raven Queen’s clutches, others
planes of existence. A QUEST TO THE FORTRESS OF MEMORIES
Because the Raven Queen has godlike power, she can put an adventuring party inside a demiplane that is created from the psyche of one of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a large iron pulley has been left suspended from a beam above the hole. No columns of smoke rise above the village to give away its location, since the Sea of Moving Ice features no wood or peat to
to allow the strangers inside the village hall, where they might discover the entrance to the ice caves. They know that letting powerful adventurers get past them into the dragon’s lair means torture
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
earthquake two days ago. The partially collapsed building has been deemed structurally sound, so it shouldn’t fall into the fissure unless someone inside does something foolish, such as knock down a
support beam or bang against the remaining walls. The fissure has exposed access to a number of mysterious tunnels beneath the warehouse. It’s not known how long the tunnels have been there, who created
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
large iron pulley has been left suspended from a beam above the hole. No columns of smoke rise above the village to give away its location, since the Sea of Moving Ice features no wood or peat to burn
not to allow the strangers inside the village hall, where they might discover the entrance to the ice caves. They know that letting powerful adventurers get past them into the dragon’s lair means
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
the current turns the wheel, it not only powers the elevator in area 9 but also turns a large millstone located inside a hut next to the wheel, which has a beaded curtain entrance on the south wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The door to this narrow room is magically locked from the outside (see area 6e) but pulls open easily from the inside. The room contains the following features: Debris. Broken staffs litter the dusty
floor.
Table. A beam of light shines down on a narrow, rectangular stone table in the middle of the room. On the table rests a wooden staff carved with floral motifs.
Wyllow dabbles in magic item
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
folk sip warmed ciders and broths (often laced with herbs for health and to bring on visions) and stay inside. They tell tales of what interested them or was important in the year just done, and discuss
. Collection boxes also appear at large festival gatherings. Upon sunset of the final day, the collected coin is placed in chests and dumped into the deepest part of the harbor. This festival has
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes
weaklings, all of them unfit for true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe’s domain. The elite among Shargaas’s followers are the assassins and






