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Returning 35 results for 'doors beauty fireball'.
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Light Domain
Legacy
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Classes
Player’s Handbook (2014)
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty
shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, message
3/day each: dimension door, fireball, invisibility
1/day each: darkness, faerie fire, levitate (self only)Protective Shield (3/Day). When the drow or a creature within 10 feet of it is hit by
, including the powerful drow matron mother, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat
Strahd von Zarovich
Legacy
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monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
Strahd targets any number of doors and windows that he can see, causing each one to either open or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Adventures in Sigil With Sigil’s place at the center of the Outer Planes, any plot or threat from across the multiverse has a chance of finding its way to the City of Doors. Many inhabitants of the
residents. CoupleOfKooks “Living in Sigil, we’ve probably seen everything... but the beauty and terror of it is that the planes always make more.”
–Erin Montgomery,
factol of the Society of Sensation
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
resemble tiles. Because the monks encourage inhabitants to focus on inner peace rather than outer beauty, the monastery’s construction is simple and its interior decoration sparse. Other features are
ceilings; rooms on the lower floor have flat, 10-foot ceilings. Doors Most doors are made of wood with iron handles and hinges. Lighting Hooded Lanterns hanging from the ceiling by iron chains cast
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Price of Beauty leads to the temple from the east after a journey of a quarter mile. A longer trail leads west from the temple, winds northward, and ends at the edge of the forest south of
Silverymoon. Both trails converge on the south side of the bathhouse building and the double doors leading into area T1. If the characters put off entering the bathhouse building to first wander the grounds
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every
shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.
Red pinpoints of light burn in the
restores its normal hit point maximum (135). If the characters restore its memory, the lich gives them the passwords to all the locked doors in the Amber Temple (with the exception of the door into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
comfortable. Although they are skilled stonemasons, svirfneblin appreciate the beauty of natural stone and prefer either to carve to accentuate its features or to leave it unchanged. Their architecture
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Most of the hallways have 20-foot ceilings. Some rooms have ceilings of 20 to 40 feet in height. Doors. Doors are made of beaten bronze or slabs of stone. While heavy, they can be opened without a check
. Unsafe Stonework. In some places, the corbel arches that hold up the ceiling aren’t structurally sound. As a result, some spells might have disastrous effects. A spell like fireball (an explosion
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
set of doors carved with a sun symbol.
If the characters approached quietly, they might glimpse the singer. Sitting on the beach in front of the crystalline pool is a woman, young and slim, with long
wall to a set of doors that lead east. Above the ledge, the water is only 2 feet deep, but the area counts as difficult terrain. The doors that lead east have keyholes in them but are unlocked
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
collapsed and fallen on the temple’s black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched
magic missile and fireball spells at characters they can see. The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony (area X4). The balconies that flank
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and passages are from 25 to 30 feet high. Illumination. Throughout this level a faint greenish light penetrates from above, making torches or similar lights unnecessary. Secret Doors. Secret doors in
the rift are coated in ice and snow, and thus difficult to find. It requires a successful DC 20 Wisdom (Perception) check to find such a door. Slippery Ice. Fireball spells or other fire effects used in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Drow Favored Consort Nearly every priestess of Lolth, including the powerful drow matron mother in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a
Intelligence as the spellcasting ability (spell save DC 18):
At will: dancing lights, mage armor, mage hand, message
3/day each: dimension door, fireball, invisibility
1/day each: darkness, faerie fire
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. Drow Favored Consort
Medium humanoid (elf), neutral evil
Armor Class 15 (18
): counterspell, fireball, haste
4th level (3 slots): dimension door, Otiluke’s resilient sphere
5th level (2 slots): cone of cold
6th level (1 slot): chain lightning
Sunlight Sensitivity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Arcturia’s Court Characters who listen at the doors to this room hear harp music beyond. The room has a vaulted ceiling 20 feet high and contains the following: Arcturia. Arcturia — a gaunt
Arcturia’s control and disperses when Arcturia isn’t around.
Dais Doors. Set into the back wall of the dais are two identical doors. The southeast door is trapped (see “Southeast Door” below
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflects human ideas about art and beauty. Over time this perspective was skewed toward the concept that the snake is the perfect form, so serpents are a common theme in their aesthetic. The major
or Large snake could pass through, allowing the yuan-ti’s serpentine pets, as well as abominations and malisons in snake form, to bypass human-style doors for convenience or in order to respond
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and a flagstone floor. The walls are made of rough, mortared bricks. Thick cobwebs cover crates, barrels, and old furniture stacked against the north wall. To the south are a pair of closed wooden doors
Sune (god of love and beauty) on a gold chain. The item is worth 25 gp and doubles as a cameo. It contains a tiny portrait of the baron’s wife, whom the characters might recognize from the larger
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
embezzled gold to his dead wife’s family. Renaer Neverember would be horrified but not surprised to learn the truth. The cemetery is buried in snow, and though some visitors are drawn to its scenic beauty
magic spell destroys it. The tunnel wends downward for several hundred feet, gradually widening to 20 feet where it ends at the doors to the Vault of Dragons.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
writing quill (dream) 12 Eight squid tentacles (Evard’s black tentacles) 13 Ten feathers (feather fall or fly) 14 Nine tiny balls of bat guano and sulfur (fireball) 15 A block of incense worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
layer of ice that must be chipped away or melted before the doors can be pulled open from this side (either physically or with the aid of knock spells or a chime of opening). A fireball spell produces
, ice-covered sconces made of iron.
The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
housecleaners in black, valets and child-minders in gray, gardeners in green, and tutors in blue. As these servants spread out to knock on doors and begin their work, the residents of the ward take their
Castle Ward Selûne Tower of the Moon Sea Ward Sune Temple of Beauty Sea Ward Tempus House of Heroes Sea Ward Tymora Tower of Luck Castle Ward Tyr Halls of Justice Castle Ward Umberlee The Queenspire Beach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(50 gp each) and a silver holy symbol of Eilistraee (25 gp), the drow god of beauty, dance, and the hunt. A chain shirt and a rapier are stored inside the room’s locked chest. T11. Abandoned Shrine
down on the path by which the faithful would have approached. Stone doors at the front of the shrine appear to be sealed shut by some sort of thick, clear resin. A faint inscription is still visible
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, or perhaps to primp before an important meeting or a night out, visit Sune’s faithful at the Temple of Beauty. Its marbled public baths and mirrored salons are open from before dawn to after dusk
the Sea Ward without windows or doors. You can’t see it from the street, and those who live near it will not speak of it to others. You’ll know you are near it when you see blue tiles on the streets and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this hall. These minerals were preserved by the ancient dwarves for their natural beauty, but currently four troglodytes — slaves of the drow — are mining the veins with pickaxes. (If the troglodytes
with barred doors of rusted iron.
Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They don’t have keys to unlock the cells.)
T’rissa
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. South Doors. This double door is unlocked. B2. Arcane Study Bundles of papers, diagrams, scrolls, and books lie scattered on a desk and across the floor of this room, which is lit by two glowing crystal
Viallis’s spellbook and contains the following spells: cone of cold, contact other plane, counterspell, darkness, detect magic, fear, fireball, greater invisibility, fly, ice storm, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ammunition in the cargo hold through the six trap doors (three on the port side and three on the starboard side) onto the main deck. While the ballistae are raised, turning the capstan counterclockwise as
, as well as detect magic, find familiar, and fireball. The inside cover of the spellbook also contains the phrase “Artemis animates” in Elvish (a clue to animating the statue in area I1). I5. Chart Room
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
fireball. Iarno also wields a staff of defense (see appendix A). Awarding Experience Points Divide 200 XP equally among the characters if the party slays Iarno Albrek. Double the XP award if they capture Iarno and deliver him to Sildar Hallwinter in Phandalin.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
flattery festered with poisonous vanity in Zalkoré’s mind until she bargained with an erinyes to retain her youth and beauty forever. The erinyes fulfilled the deal by transforming the queen into a medusa
the jungle: a hanging garden of exotic beauty. Water streams down the steps between two massive elephant carvings. Beyond them, a broad, flooded avenue runs arrow-straight for more than a hundred feet
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world
): hold person, ray of enfeeblement, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): confusion, hallucinatory terrain, wall of fire
5th level (2 slots): dominate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters are in a residence, Strahd’s creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that’s left of a party
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and