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                        Returning 35 results for 'doesn’t inside are been'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Inside Castle Naerytar The castle’s exterior walls average 10 feet thick. Interior walls are also stone but only about 1 or 2 feet thick. Most of the structures inside the castle are more than one
                                                
                                            
                                                
                                                     story tall. In the descriptions, areas are identified by floor, then letter, so area 1L is on the ground floor, 2L the second floor, and so on. If an area doesn’t have an entry for a floor, then it doesn’t exist on that floor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Inside Castle Naerytar The castle’s exterior walls average 10 feet thick. Interior walls are also stone but only about 1 or 2 feet thick. Most of the structures inside the castle are more than one
                                                
                                            
                                                
                                                     story tall. In the descriptions, areas are identified by floor, then letter, so area 1L is on the ground floor, 2L the second floor, and so on. If an area doesn’t have an entry for a floor, then it doesn’t exist on that floor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical
                                                
                                            
                                                
                                                     properties of magic items don’t work inside the aura or on anything inside it. Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Opportunity Attacks Infernal war machines provoke opportunity attacks as normal. When an infernal war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can’t target or otherwise affect anything inside it. Magical
                                                
                                            
                                                
                                                     properties of magic items don’t work inside the aura or on anything inside it. Areas of effect created by spells or other magic can’t extend into the aura, and no one can teleport into or out of it or use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    , gemstones, and magic items that belonged to the creatures it swallowed. Although an eye monger doesn’t project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet
                                                
                                            
                                                
                                                     items but excluding those created by artifacts or deities, are suppressed inside the eye monger’s gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     doesn’t end until the circle is broken or until the target is removed from inside it. A creature under the effect of a transmutation spell is physically trapped in the circle and can’t leave on its own while the spell remains in effect.
                                                
                                            
                                                
                                                    34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
 Circle. Inscribed inside a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
                                                
                                            
                                                
                                                     aura of conjuration magic emanating from within the basilisk’s belly. One must smash open the basilisk to get at the treasure inside. Its belly can be cracked open with a solid weapon hit. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
                                                
                                            
                                                
                                                     trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
                                                
                                            
                                                
                                                     trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    44. Wizard’s Armory This room is locked, its key lost. Otto punched a hole through one of the door’s glass panes to get a look inside but didn’t see anything of interest. Characters who peer inside
                                                
                                            
                                                
                                                     orders are to slay castle invaders. The nycaloths recognize Maddgoth’s homunculus and won’t harm it; all other creatures are attacked on sight. Without its master around, the homunculus doesn’t trust
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     enveloped by the surrounding coral. About five feet from the sandy ocean floor there’s a sizeable hole, about fifteen feet in diameter, in its hull. A faint green light emanates from somewhere inside
                                                
                                            
                                                
                                                     the lower decks of the ship.
 The area inside the green glow is teeming with life. As the characters approach the opening, read or paraphrase the following boxed text: Within the lighted area, there
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Rantantar’s evil spirit, whereupon the wand clatters to the floor and becomes an inanimate wand of wonder. An antimagic field spell suppresses the wand’s magic but doesn’t oust the spirit lodged inside it. If
                                                
                                            
                                                
                                                     spirit inside it. The spirit can do nothing other than animate and discharge the wand, which currently has 7 charges. The animated wand has the statistics of a Tiny animated object (see the animate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     blank spell or similar magic doesn’t hear this music or suffer the psychic damage. A successful dispel magic (DC 18) dismisses the effect on the urn, allowing it to be touched safely. Treasure Inside
                                                
                                            
                                                
                                                     frog-like humanoids.
 An invisible gray slaad paces inside the salt pentagram. Magical wards prevent the slaad from disturbing the salt or leaving the circle’s confines. If another creature attacks the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     
     1  “Folk say they’ve seen Old Gnawbone flying over the lowlands. That green dragon usually stays put in her lair inside Kryptgarden forest. For her to hunt this far afield surely spells trouble
                                                
                                            
                                                
                                                     “Icingdeath and Twinkle.”) 
   4  “Fish are dying inside the Mere of Dead Men. Something is poisoning the marsh waters and killing the animals that dwell within it. Watch what you drink here in town
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Leader of the Pack This event doesn’t occur if the characters previously encountered and defeated Kiril’s hunting pack (see “Pack Attack” in the “Special Events” section in chapter 11). Kiril
                                                
                                            
                                                
                                                     Stoyanovich Every hour the characters spend inside the werewolf den, roll a d20. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It’s a meager feast, at best
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Geeraugh and Mougra built an improvised alarm made metal wagon wheel fittings against the inside of the door. If the door is pushed open without removing this “alarm,” the metal pieces fall with a loud crash
                                                
                                            
                                                
                                                    . If Geeraugh and Mougra hear the alarm, they sneak up to watch the tomb and ambush anyone who emerges. They prefer robbery to a fight. When the characters enter, read the following: Inside the door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     dead and their names have worn away. If the characters open these slabs, they find only dust and bones inside. The piece of paper is on a slab in front of an open nook that never held a dead Dolindar
                                                
                                            
                                                
                                                    . Instead, a ghost custodian named Newmy lives inside. She’s affixed a piece of paper with “Newmy’s Room” written on it in Common. If anyone approaches the slab, Newmy pops out, sputtering apologies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     called the Runestone. The crystal radiates bright blue-white light in a 120-foot radius and dim light for an additional 120 feet. Halaster’s red-glowing rune floats inside it. The Runestone is a Large
                                                
                                            
                                                
                                                     1 hit point, the crystal can magically repair itself, regaining 10 (3d6) hit points each hour. As an action, Halaster can establish a magical link with the Runestone from anywhere inside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
 Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll
                                                
                                            
                                                
                                                     takes psychic or force damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     inside a large bell jar. Facing one another along the outer wall are a pair of doors. Next to the door closest to the staircase is a wooden rocking cradle with a neatly folded blanket in it.
 If
                                                
                                            
                                                
                                                     Skabatha Nightshade (see appendix B) is here, she is asleep inside the dollhouse in her miniaturized form. While Granny Nightshade is sleeping, a character must succeed on a DC 12 Dexterity (Stealth) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     adorning the statue’s base. Unlike the mouth on the base, the statue’s mouth hangs open, just wide enough to see that it bears only the stump of a tongue inside. A character who succeeds on a DC 15
                                                
                                            
                                                
                                                    , it snaps into place. Examining the Base. The statue’s base has only one adornment and a single opening. The wide grin affixed to the metal on one side doesn’t move except by manipulating the missing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     a successful DC 15 Wisdom (Insight) check, tell that the wolves are lying about Garagai—the frost giant is in fact inside the lodge. Are they afraid to face their master, perhaps, or is there another
                                                
                                            
                                                
                                                     characters, but in case that doesn’t happen, they remain outside to attack any characters who try to flee. (Specifically, the wolves wait in area L1, east of the lodge’s main entrance.) If one wolf is slain, the other flees to avoid a similar fate.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    25. The Nest of the Warriors A bitter stench assails the senses as you lay eyes on the room ahead. Inside, amid a pile of rubbish, offal, and bracken, ghostly lights move across the floor.
 Closer
                                                
                                            
                                                
                                                     lack the two light-emitting glands behind the eyes that are normal for such creatures. They do give off a soft glow that emanates from their abdomens but doesn’t provide significant illumination. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
                                                
                                            
                                                
                                                     and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
 Armor Class 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this room is a copper tankard with a hinged lid (25 gp). 19c. Nobles’ Feast Hall The door to this room doesn’t open easily. Inside, propped against the door, is the maggot-eaten corpse of a female
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     of dark gray basalt—volcanic rock originating from Sharruth’s undersea tomb. The walls provide hand- and footholds, so climbing the walls doesn’t require an ability check. Fumes. Toxic volcanic fumes
                                                
                                            
                                                
                                                     inside the caves before opening the vent in B6, each character must succeed on a DC 13 Constitution saving throw or become poisoned (see “Conditions” in the Basic Rules). The lesser restoration spell ends this effect, as does finishing a long rest in fresh air.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     bronze furnace with a fire elemental magically trapped inside it. A narrow hatch in the front of the furnace has a small grill through which the elemental can be seen, and the heat pouring out through the
                                                
                                            
                                                
                                                     increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     eye and reveals its true, menacing nature. Magic is suppressed inside an eye monger’s gullet, which prevents swallowed creatures from using magic to escape. Eye Monger Large Aberration, Typically
                                                
                                            
                                                
                                                    . Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the eye monger’s gullet. Any spell slot or charge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Greater Zombie Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater
                                                
                                            
                                                
                                                     zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Greater Zombie Medium
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     his true self that disintegrates into a pile of snow if it is destroyed. The real archmage remains deep inside his tower and swiftly shunts the building to another plane in times of danger. If the
                                                
                                            
                                                
                                                     characters make themselves known to Mordenkainen’s simulacrum, he demands to know their reasons for visiting. The archmage doesn’t know the location of the Bleeding Citadel, nor does he care to find it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Spiritual Inhabitation The spirits are bound inside magic items scattered throughout the tomb. When a creature of the humanoid type touches such an item, the trickster god bound within attempts to
                                                
                                            
                                                
                                                     from the god, as well as a special power. When a trickster god inhabits a player character, give the player that god’s card (see appendix F). A character doesn’t know what power and flaw are gained from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from its shelter. If its shelter is destroyed, the chwinga
                                                
                                            
                                                
                                                     take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
 Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , but doesn’t affect their movement or speed. In addition to being manacled, spellcasters don’t have any spell components or focuses, initially limiting their spellcasting ability. (Wizard characters
                                                
                                            
                                                
                                                     prepared before being captured.) Moreover, spellcasting isn’t possible inside the slave pen because of its magical wards (see area 11). Slipping out of manacles requires a successful DC 20 Dexterity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     adventurers first arrive, but he might show up later (see “Aftermath”). Most creatures are reduced to one-twelfth their normal size as they approach Maddgoth’s castle, enabling them to better fit inside
                                                
                                            
                                                
                                                    . Either by design or because of some failing, the shrinking magic doesn’t affect all creatures, as adventurers who explore the castle will discover. THE ORIGINAL MADDGOTH'S CASTLE
  Undermountain
                                                
                                            
                                        






