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Returning 35 results for 'distant image are bottom'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Magic Items
Storm King's Thunder
with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers
the throne. The globe encloses both the creature and the throne.
As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the
Monsters
Quests from the Infinite Staircase
), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Monsters
Fizban's Treasury of Dragons
ability (spell save DC 20):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, etherealness, major image, misleadThe dragon can take 3 legendary
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. Closer inspection reveals that the object is a cast-iron mold for smelting metal ingots. The hinged covers form the top and bottom halves of an ingot mold last used by duergar long ago. One side
of the mold bears the image of a dwarf’s head in profile, the other an image of a mind flayer’s skull. 25b. Destroyed Forge This room contains a rusty iron anvil and the shattered remains of a stone
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church
bell. The Dark Powers have created a false image of Strahd’s ancestral home within the fog, just beyond reach. Strahd comes to the hill on occasion to gaze upon the city, even though he knows it can’t
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
actually yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) covered by a permanent major image spell (save DC 15). The bones, spider, and sword hilt are real. Eastern Door
in at either the top or the bottom of this secret panel causes the opposite end to swing outward, providing enough space to crawl through into the secret passage beyond.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Foreshadow that threat after characters decide where they’re headed by reading the following description: To the southwest, the crack of shearing stone sounds from a distant temple whose grounds teem with
passive Wisdom (Perception) score recognizes the Undead dragon’s rider from Kalaman’s catacombs—this is the knight Lord Soth, whose image they saw there. The temple the characters see is detailed in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Beginning the Adventure This adventure begins with the characters being tasked with finding a Candlekeep scholar who has not returned from a research expedition to the distant eastern realm of
: “Those Who Have Been Bestowed.” At the bottom of the page is Mayastan Sadaar’s name—followed by the names of each of you.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
farseer of Illusk with a successful DC 15 Intelligence (Arcana) check. After its true nature is ascertained, using it to view a distant location requires a successful DC 15 Intelligence (Arcana) check
and a successful DC 15 Dexterity (Sleight of Hand) check. If the Intelligence check fails, the desired location can’t be found. If the Dexterity check fails, the image is too distorted to convey any
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
farseer of Illusk with a successful DC 15 Intelligence (Arcana) check. After its true nature is ascertained, using it to view a distant location requires a successful DC 15 Intelligence (Arcana) check
and a successful DC 15 Dexterity (Sleight of Hand) check. If the Intelligence check fails, the desired location can’t be found. If the Dexterity check fails, the image is too distorted to convey any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
above the floor. Flitting around her are her sidekicks, three smoke mephits.
Pit. At the north end of the room is a 20-foot-deep pit with a dusty stone sarcophagus at the bottom.
Emberosa is
(level 13). When complete, the construct will be the spitting image of Halaster Blackcloak himself — 100 feet tall and made of iron. When the time comes to conquer Waterdeep, the Mad Mage plans to use
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the School of Transmutation. Marambra Nyghtsteel is a striking woman with long auburn hair and an empty, distant gaze. She wears a black robe and holds a staff topped with a rune. A successful DC 10
close …” If the portrait is repaired using a mending cantrip or similar magic, the image appears to come alive momentarily. Within the portrait, Jhesiyra removes the ring from her finger, causing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Carving This elaborate image is a cross-section map of Undermountain, with what is clearly Mount Waterdeep and the City of Splendors at the top, and twenty-three hollowed-out dungeon levels stacked below
level 23 only.”
Pit The open pit used to be 30 feet deep, but now the bottom 10 feet of the hole are filled with stone rubble. Its sides are smooth and can’t be ascended or descended without magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spikes at the bottom. A creature that steps on the breakaway floor falls into the pit, taking 10 (3d6) bludgeoning damage from the fall and 10 (3d6) piercing damage from the spikes. The pit remains
stone arch is embedded into the wall at the northeast end of this cavern. Carved into the arch’s keystone is an image of a hand pouring ale from a flagon. The arch is one of Halaster’s magic gates
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
indistinguishable from solid stone. Hoard Chamber. At the bottom of the underground map, a chamber hidden beyond two secret passages and carved out beneath a low hill contains the bulk of the dragon’s hoard. The
. Regional Effects Either of these effects might appear in the area around a copper dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Distant Melodies. The ethereal music
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
perfectly matches the motions of the character who created it, always keeping its back to its creator as though it was a projected image 15 feet ahead. If the character who created the shadow
shadow duplicate drinks all the illusory soup in the font, a 1-inch-diameter eyeball made of incandescent orange crystal appears at the bottom of the font and can easily be removed. If the eye is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Wongo’s Tomb A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three
Wongo’s sarcophagus. Sarcophagus The sarcophagus lid is carved with a stylized image of Wongo in his su-monster form (see appendix D) and has been melded to the rest of the sarcophagus with powerful
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 1 Map 10.1: Maelstrom, Levels 1 and 2 View Player Version 1. Vortex and Sinkhole A powerful vortex swirls above a 100-foot-deep, 180-foot-wide sinkhole on the ocean bottom. (On the
surface of the water, the vortex manifests as a half-mile-wide whirlpool powerful enough to drag ships to their doom.) The sinkhole has a drain at the bottom. Plugging the drain would cause the vortex
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-image. Groak tolerates adventurers as long as they entertain him, generally agree with everything he says, and are willing to aid him in his quest to realize his divine destiny to become Nangnang’s
who insults or defies him. Lining the bottom of his pool are 33 gp and a fist-sized chunk of green quartz (50 gp). 5. Grung Hovels Dotted about the shores of the lake are several squat huts made from
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and
ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
moon 13 Large iron fingernail 14 Tiny electrum whistle that only Fey can hear 15 Wooden jigsaw puzzle piece as big as a saucer, with a painted image of a jug on it 16 Spool of glistening silver
with corked ends at the top and bottom 52 Pair of green leprechaun boots tied together by their laces 53 Smoking pipe made from a tree root 54 Red cap that droops down to one’s shoulders when worn 55
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
unlock it is located at the bottom of a hidden pit. Pit Trap. The pit in this hall is 10 feet wide and 30 feet deep. A character who searches the floor for traps and succeeds on a DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment spells affect the minds of
images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life and death. Such spells can grant
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
60. Cog of Blood Five teak wardrobes stand against the ironclad walls of this chamber, each with a door bearing a carved image or scene. Puddles of gray slime cover parts of the floor. The room has
around you sounds out with the roar of battle. Beyond the doors, armies fight under a blood-red sky that has an iron cube floating in it like a huge, distant moon. Clouds of ash suddenly fly out of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
services. Just make sure that staff and intern contracts have strong language regarding the risk of friendly fire. But in the small print, way down there at the bottom. No wizard will ever take offense
displays an illusory image of you wearing nothing but a strategically placed scarf.
4 A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, to serve as guards on the tribe’s most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
tale carving, stone giants also employ mundane writing in their stone tableaux. Names, dates, and descriptions appear in their tales, often as part of an image (a character’s arms or armor might
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Maira ir’Talan, a distant relative of the Lord Commander, leads the Blackened Book. A gifted diviner, Maira is a highly effective leader. What none know is that she’s also an agent of the Dreaming
Layabout who tries to do as little work as possible 4 Eternal optimist who encourages victims of crime to have hope and look on the bright side 5 Investigator who loves to get to the bottom of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he
, major image, stinking cloud, suggestion, wall of fire
1/day each: flame strike, symbol (stunning only)
Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of a storm giant can affect the fate of thousands.
Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach
covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.
Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-wide passage at the bottom leading south. Characters near the lip of the pit can hear large creatures (the otyughs in area 23c) shuffling in the darkness below.
Fazrian is a lawful evil planetar
tunnel at the bottom of the pit in area 23b leads south before coming to a dead end. The floor of the tunnel is covered with bones, bits of adventuring gear, and other debris. At the end of the tunnel
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
image cast at 6th level). A character who has a passive Perception score of 19 or higher notices the illusory floor shimmering slightly. A creature that falls into the pit takes 22 (4d10) acid damage
from the pool of corrosive slime at the bottom. A character who remains in the pit at the end of their turn takes this damage again. A character must make a successful DC 10 Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You can’t do so again until you finish a long rest. Misty Visions You can cast silent image at will, without expending a spell slot or material components. One with Shadows Prerequisite: 5th level
, whenever you take the Attack action on your turn. Visions of Distant Realms Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot. Voice of the Chain Master
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, Wish
Reactions
Nafas can take up
role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can






