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Returning 35 results for 'defenses space'.
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defends space
defender space
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Monsters
The Book of Many Things
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
âs a hidden thievesâ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.
The villainâs challenge rating increases while the
Monsters
Fizban's Treasury of Dragons
.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No
creature can outsmart my defensesâif they do, they obviously cheated.
6
Any creature that can hold their own against me must teach me howâwhether they want to or not.
7
I
Monsters
The Book of Many Things
equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see.
Stab (Costs 2 Actions). The veiled presence makes one Blade of Judgment attack.
Searing Radiance (Costs 3
filled with clever defenses to disorient, weaken, and kill intruders.
The villainâs challenge rating increases while the villain is in this lair:
Veiled Presence. Challenge 22 (41,000 XP
Monsters
Mordenkainen Presents: Monsters of the Multiverse
she is wearing or carrying, up to 120 feet to an unoccupied space she can see.Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time
crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions
On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can
Monsters
Fizban's Treasury of Dragons
adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No creature can outsmart my defensesâif
who will undoubtedly terrorize the area if they win.
8
A sapphire dragonâs lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the
Monsters
Fizban's Treasury of Dragons
defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city built in the caldera of a dormant volcano. The vaults fell into disuse
points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
(and more paranoid) dragons employing several layers of such defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city
transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Zariel
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainenâs Tome of Foes
turns, ending the effect on itself on a success.
Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.Zariel
of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions. On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and are trying to kill him. The characters must figure out the towerâs magical teleportation system, then defeat both the cultists and some of Xonthalâs original defenses to rescue Iskander and claim
chambers and walls are circular when seen from inside. This strange incongruity is another manifestation of Xonthalâs ability to manipulate space.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and are trying to kill him. The characters must figure out the towerâs magical teleportation system, then defeat both the cultists and some of Xonthalâs original defenses to rescue Iskander and claim
chambers and walls are circular when seen from inside. This strange incongruity is another manifestation of Xonthalâs ability to manipulate space.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, the kobolds are usually put to work enlarging their mastersâ living area and protecting vital areas of the lair with traps and other defenses.
Some human communities hire kobolds to dig their
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the leasing of secure vaults to wealthy patrons, with nigh-impregnable defenses designed to keep each vaultâs contents safe from thieves. Map 5.1 shows the layout of Horn Enclave.
Map 5.1: Horn
Enclave Within the Enclave Horn Enclave is a fully inhabited living space, workshop, and stronghold. Residents. The enclave is home to more than one hundred dwarves, with nearly half of those working as
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
by the spell. Psychic Defenses 6th-level Aberrant Mind feature You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. Revelation in Flesh
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you canât use it again until you finish a
short or long rest. Beguiling Defenses Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
an amphitheater often revolve around deception. Great performances get audiences immersed in what theyâre seeing, lowering their defenses and allowing pickpockets and spies to work. Backstage, the
. Below, secret halls include space for the games and drinking one might expect from a typical den of iniquity, but it also disguises the barracks and training hall of a thievesâ guild devoted to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
return with the spoils of war. The githyanki sky ships attack from above in the dead of night, gaining an instant advantage since communities on the surface rarely offer strong defenses against
space. Astral Brig The astral brig is the standard githyanki military vessel. It requires a crew of five and can transport up to sixty passengers. A brig is 90 feet long and 30 feet wide, with two levels
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to the number of zombies a death tyrant can animate and control, it can pack its lair so full of undead that there is little space for anyone to walk, creating a shambling barrier of cadaverous
. Telekinetic Ray In addition to functioning as the beholderâs arms and hands for everyday tasks, the telekinetic ray is essential for building traps and other lair defenses, such as positioning the weights for a
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
components unless they are consumed by the spell or have a cost specified in it. Level 6: Psychic Defenses You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the
and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition. Level 18: Warping Implosion You can
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.
Taunting Step. Creatures within 5 feet of the space you left must succeed on a
next turn or until immediately after you make an attack roll, deal damage, or cast a spell. Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and commanding the new settlementâs defenses. Like most svirfneblin, Dorbo is serious and aggressive when dealing with outsiders; for all of that, however, he is also a loving and caring husband and a
during the drow attack are an undeniable presence. The settlers have been wise enough to mark haunted burrows off from their reclamation plans. But as new svirfneblin arrive and need accommodation, space
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Legendary Actions
Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action
structure, ensuring that no intruders breach their defenses. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she canât take the same
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel
and carrying, up to 120 feet to an unoccupied space she can see.
Legendary Actions
Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
touching it. CANDLEKEEP DEFENSES
Attacking Candlekeep would be foolhardy. Although most of the monks are simple scholars, a few are powerful spellcasters. If any trouble occurs, an archmage and 1d4
should not be taken to any place where thousands of mortals reside. It needs to be locked away in an extradimensional space, away from corruptible souls.â
If the characters consider leaving the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sunlight fills the area. Within that space, Lulu flies lazily in a lush meadow at the shoulder of a beautiful, blindfolded angel. As the pair strolls through the tall green grass, the voice of the hag
gripping you tightly, overwhelming you with a horrible sense of loss.
âDonât let the sludge consume you!â says Mad Maggieâs disembodied voice. âYou must push through her defenses. She must look
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
driven out. The cityâs only resident is Kwalish, but the inventor has developed potent defenses to defend the entrance to his lab. The following locations are identified on the map below. View
the cult of the medusa. The top level of the cityâs tallest standing tower is ringed and covered by a dome of glass statues â all facing inward, and pressed so tightly together as to leave no space
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
in a stylish gown stands behind a black podium in this stark, white room. On the wall behind her stands an archway filled with violet energy. A similar arch provides entry to this blank space.
Amber
, like the deaths of stars or which gate-town will be consumed by a plane next. Portal. This passage travels through both space and time. Any creature that uses the portal returns to area P3a moments
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Divide 100 XP equally among the characters if the party detects or survives the trap. 3. Archer Post Cragmaw Castleâs main defenses are its secret location and the appearance of having been abandoned. In
Barracks The Cragmaw goblins make use of every bit of available space in the castle. The southwest tower of the castle is little more than a heap of rubble. Several ragged bedrolls are scattered
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
heard by the orc in area 4 and then attempt to flee to area 3. See the âMountain Door Defensesâ sidebar. If the archers are alerted to the partyâs presence, they open fire on intruders on the ledge and in
area 2. See area 4 for more information. MOUNTAIN DOOR DEFENSES
The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
field of fire over the terrace before the castle gates. Two goblins with shortbows stand near the arrow slit.
Cragmaw Castleâs main defenses are its secret location and the appearance of having been
bedrolls are scattered across the remaining floor space, and three of the bedrolls have goblins sleeping in them. A small, twisting passage leads east through the ruins.
Three goblins bunk here. Though
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have caved in, and the space that remains is filled with piles of junk and well-worn adventuring gear. The shopâs proprietor is an oni disguised as an old hobgoblin named Kinrob. If a character is
furnishings were cleared out of this room to make space for nine wooden cots. Two hobgoblin captains rest here between patrols. 21l. Visitorsâ Quarters This chamber is identical to area 21i. 21m
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against the fringes of a society first test its defenses
timber (and suitable tools) nearby. In appropriate terrain, the goblins might set aside some land for simple farming (raising mushrooms and gourds). If the lair doesnât have enough space underground for
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
, Medium, Large, Huge, or Gargantuan. A monsterâs size determines which die is used to calculate its hit points in step 8. Size also determines how much space the monster occupies, as discussed in the
extra hit points. However, adventurers have more resources at higher levels to counteract such defenses, making resistances and immunities less relevant at higher levels. Effective Hit Points. If a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
table. Treasure. Hidden inside the cheese in a hollowed-out space are five 100 gp gems. (This is the repository for the wealth of the on-duty guards.) Each of the lockers contains ordinary clothing and
successful DC 20 Dexterity check using thievesâ tools. Trunk 1 is locked. It contains 7,200 sp. Trunk 2 is locked. It contains nothing. Trunk 3 is unlocked and has no defenses. At the bottom is a sack
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
teeth typical of that townâs inbred stock. Pekoe says that the duergar abducted him and asked him a lot of questions about his townâs defenses. The doppelganger knows the settlements of Ten-Towns well
, is a seven-foot-tall statue of a female duergar in a scale mail robe. The top of its head above the eyes has been sheared off, making a space for a stone brazier that gives off a flickering flame
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstromâs defenses. At the same time, Mirran confronts the adventurers in area 3, tells them that their request for an audience with Serissa has been granted, and leads them into area 2, where Vaal, Tartha
, Serissa is convinced that they are assassins who have been sent to finish off the royal family. She commands Uthor to marshal all of Maelstromâs defenses and destroy the adventurers. Serissa also






