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                        Returning 35 results for 'down inside are broken'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a
                                                
                                            
                                                
                                                    . Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (5/Day). If the refraction fails a saving throw, it can choose to succeed instead
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Dissonant Claw", "rollDamageType":"psychic"} psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
                                                
                                            
                                                
                                                     effect.Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if
                                                
                                            
                                                
                                                     deactivated or if the staff is broken.
Dispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch
                                                
                                            
                                        
                                                    Sovereign Glue
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a
                                                
                                            
                                                
                                                     container contains 1d6 + 1 ounces.
One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
                                                
                                            
                                        
                                                    Imprisonment
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and
                                                
                                            
                                                
                                                     other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
                                                
                                            
                                        
                                                    Bugbear
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside
                                                
                                            
                                                
                                                    , bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    20. Spirit Guard of Ayocuan (A-YO-kwan) A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army
                                                
                                            
                                                
                                                     of a covered sedan or litter, with statues of attendants standing nearby.
 Treasure. The stuccoed dome is a cairn. It is a weak construction and can be broken into in 1 minute, using any bludgeoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Sassy Sally Jane The talk of the campus for decades, Sassy Sally Jane is a pink-haired doll in a patchwork tartan dress. Inside the doll is a voice box that some clever students rigged to repeat rude
                                                
                                            
                                                
                                                     phrases whenever the doll’s hand is squeezed. Jokesters used it to irritate faculty and staff members extensively before it was confiscated. The doll has sat in the attic of Captain Dapplewing’s Manor ever since, alongside other broken, malfunctioning, or forbidden items.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Sovereign Glue Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside
                                                
                                            
                                                
                                                     applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Sovereign Glue Wondrous Item, Legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside
                                                
                                            
                                                
                                                     applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Sovereign Glue Wondrous item, legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside
                                                
                                            
                                                
                                                     creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Sovereign Glue Wondrous item, legendary This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside
                                                
                                            
                                                
                                                     creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.  Sovereign Glue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     surround the broken table.
 Statues. Two 4-foot-tall statues of dwarves stand atop 2-foot-high blocks of stone at opposite ends of the room. The head of the southern statue has broken off and lies on the
                                                
                                            
                                                
                                                     floor nearby.
 This cast-iron tankard once hung from the ceiling by iron chains and is big enough for four dwarves to crawl inside. It weighs 1,500 pounds and makes a satisfying, bell-like clanging
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     demands. After the characters speak to Alden, Vishtai telepathically relays this message to them before hurrying to follow Alden inside: “I have no doubt that Caden will die, regardless of Alden’s
                                                
                                            
                                                
                                                     actions. Please, save Caden and return him to his father. House Orien would owe you a great debt, and you see how broken the man is. There is an enclosed lift five buildings north of this estate. Look
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     room is locked, and the only key is inside. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. This room belonged to Agatha Kavenza
                                                
                                            
                                                
                                                     missing part of the symbol that appears in area 23. Agatha hid herself here when spirits overwhelmed the house. Her fate is unknown, but a series of long scratches and broken fingernails end at a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , they find that it’s locked and no one answers. The door can be broken down with a successful DC 15 Strength (Athletics) check or unlocked with a successful DC 15 Dexterity check using thieves’ tools
                                                
                                            
                                                
                                                    . The back door is unlocked, but Damien (see “Servants” below) notices the characters using it unless they succeed on a DC 15 group Dexterity (Stealth) check. Inside the manor, the characters might
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     armoire, a desk, and a chair.
 Scrolls. Heaped around the broken desk are hundreds of torn-up scrolls all bearing religious sermons.
 Secret Door. A secret door in the east wall opens into a dusty
                                                
                                            
                                                
                                                    , cobweb-filled corridor that connects to area 14. (Characters inside the tunnel can spot the secret door at either end of it without having to make a check.)
 Treasure A spell scroll of mass cure wounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     actually shimmers with a faint blue light. When the door is touched, this glimmering grows bright. A brass pull beckons to be used, and the door will open easily. Inside the western room there is
                                                
                                            
                                                
                                                     nothing but dust. The eastern room is another matter. If the eastern door is opened, the characters will see a low stone table upon which rests a wooden sarcophagus. Various broken and looted urns and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     alcove on the Material Plane.
 Half a Pole. The other half of the broken 10-foot pole lies on the floor just inside the doorway.
 Portrait. Hanging upside down on one wall is a tall, wood-framed
                                                
                                            
                                                
                                                     on the floor of the alcove is a broken half of a 10-foot pole.
 Close inspection of the bas-relief reveals the following inscription carved into the harp, in Common: Gaze upon me with bronzed visage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    , read or paraphrase the following boxed text: This half of the broken ship is wide open. Lines with large hooks hang from the top of the inside, stretched from floor to ceiling and secured at either end
                                                
                                            
                                                
                                                    8. Kraken Kibble This half of the broken vessel is more accessible, so the characters can easily peer into this section as they approach. As the characters get close enough to see into this area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    19. Giant Spider Den Giant spiders make their home here despite countless attempts by adventurers to get rid of them. 19a. Arachnid Down Clutter. Narrow paths wind between scattered piles of broken
                                                
                                            
                                                
                                                     chandelier is a dead giant spider.
 19b. Old Bedchamber Dead Spider. A dead giant spider, its body shot full of arrows and scorched by fire, lies next to a broken wooden bed against the east wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     the eastern wall climbs to the next story, reaching it at a balcony that overlooks the entrance hall along its north and west sides; the stairs appear safe to climb, though the balcony rail is broken
                                                
                                            
                                                
                                                     library, with bookshelves around the walls. Most of the shelves are broken, and in many places they have come away from the wall. The few shelves still intact are empty, but a pile of books rests in the
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     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->Out of the Abyss
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    . The iron collars can be broken with a successful DC 20 Strength check. The collars have 12 hit points. A character who fails a check to break a collar, break a set of manacles, or escape from a set of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     bleached human skulls, wooden bowls, and wooden tankards also lie on the floor.
 Canoe. An intact canoe hangs by hooks from the ceiling. It can hold up to six characters and their gear. Packed inside the
                                                
                                            
                                                
                                                     with broken furnishings. A thorough search also reveals a pair of rusted (but still functional) hunting traps. A narrow door leads to a smaller side room, the walls of which are lined with bare hooks.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    An Important Detail Calder Moore  The Mount Ironrot region is a wasteland scattered with broken war machines Before the characters leave Sigil for Mount Ironrot, the Wizards Three share their
                                                
                                            
                                                
                                                     Mournland’s impeded navigation. The characters can do this by tuning their second rod piece to a working Docent from inside one of the fallen colossi. A Docent is a small, sentient metal sphere that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                    . OLHYDRA’S GAMBIT
 Tendrils of water surge from the hull of the ship, attempting to seize intruders. Any creature inside the ship must succeed on a DC 15 Strength saving throw or become grappled and pulled to
                                                
                                            
                                                
                                                     the closest wall inside the vessel, where they are restrained.
  Restrained characters can use an action on their turn to make either a DC 15 Strength (Athletics) check or a Dexterity (Acrobatics
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     it. Other beetles move toward the sound of their comrades fighting. Treasure. The shiny objects in the beetles’ nest are odd pieces of metal, polished rocks, broken crystal, three large turquoises
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Gallery of Angels This cavern lies deep inside the Labyrinth and contains another ritual component that Vizeran needs. The passage you follow climbs upward as it corkscrews through stone, finally
                                                
                                            
                                                
                                                     emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    2. Watchtowers Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads
                                                
                                            
                                                
                                                     everything but the outermost wall. A search of the debris unearths the broken remains of a ladder and a battered wooden door with broken hinges.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     day. If they’re indoors, he tries to charm or goad a character into inviting him inside (along with his vampire spawn, if they are present). Strahd and his minions never attack Ireena. These
                                                
                                            
                                                
                                                     encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , dragging a broken leather harness behind it.
 The dog (use the wolf stat block), whose name is Boy, has clearly broken free of its sled and is friendly. It tackles the nearest character and whimpers
                                                
                                            
                                                
                                                    . Keegan Velryn (neutral good human commoner), a handsome man in his thirties, opens the door, and the dog races inside. When Keegan sees the characters instead of his husband, his smile fades as he urges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Broken King Antigonos While the characters cross the wilderness of the Katachthon foothills, the following encounter takes place. Read or paraphrase this description: A scree-choked gully runs
                                                
                                            
                                                
                                                     around the corner, some 30 feet from the lead party member, rests the minotaur known as Broken King Antigonos. He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on
                                                
                                            
                                        






