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Returning 35 results for 'drawn iron are being'.
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Magic Items
Dungeon Master’s Guide (2024)
magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An
–48
Guardian Naga
49–51
Hill Giant
52–54
Hobgoblin Warrior
55–57
Incubus
58–60
Iron Golem
61–63
Knight
64–66
Kobold
Monsters
Fizban's Treasury of Dragons
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
wary eye on the efreeti;efreet who have built a tower near the dragon’s lair, and indirectly aids any who oppose the efreet.
7
An iron golem ferries visitors across the lava moat
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at
Eight of spades
Hobgoblin
Two of spades
Goblin
Ace of clubs
Iron golem
King of clubs
Bandit captain and three bandits
Queen of clubs
Erinyes
Jack of clubs
Berserker
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Metal Pools This cave has a 30-foot-high ceiling and contains two 10-foot-deep pools of shiny liquid metal drawn from the Elemental Plane of Earth. The western pool holds liquid iron, the eastern
removed from a pool, its depth never changes. Metal removed from the pool solidifies instantly, becoming as strong and immutable as wrought iron or cold steel. The metal instantly hardens upon leaving the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Metal Pools This cave has a 30-foot-high ceiling and contains two 10-foot-deep pools of shiny liquid metal drawn from the Elemental Plane of Earth. The western pool holds liquid iron, the eastern
removed from a pool, its depth never changes. Metal removed from the pool solidifies instantly, becoming as strong and immutable as wrought iron or cold steel. The metal instantly hardens upon leaving the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
ascends through the body of the flying fortress to a 10-foot-diameter, spherical iron cistern directly below the command deck. The pipe is 400 feet long from top to bottom and has access hatches leading to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
ascends through the body of the flying fortress to a 10-foot-diameter, spherical iron cistern directly below the command deck. The pipe is 400 feet long from top to bottom and has access hatches leading to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
34. Cult Leaders’ Quarters This room contains a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate
, magic missile, protection from evil and good 2nd level: darkvision, hold person, invisibility, magic weapon These items were taken from adventurers who were drawn into Barovia, captured, and killed by the cult.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Iron Tabernacle The Iron Tabernacle is Gauntlgrym’s spiritual and cultural heart as well as its physical center. More than a temple, the tabernacle is an entire section of the city larger than
, and hundreds of stone tablets trumpeted the holy words of Moradin. Like so much else of ancient Gauntlgrym, the Iron Tabernacle isn’t what it once was. The intricate patterns and knotwork have faded
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
34. Cult Leaders’ Quarters This room contains a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate
, magic missile, protection from evil and good 2nd level: darkvision, hold person, invisibility, magic weapon These items were taken from adventurers who were drawn into Barovia, captured, and killed by the cult.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
road, pointed east, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently. The two
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
road, pointed east, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently. The two
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Iron Tabernacle The Iron Tabernacle is Gauntlgrym’s spiritual and cultural heart as well as its physical center. More than a temple, the tabernacle is an entire section of the city larger than
, and hundreds of stone tablets trumpeted the holy words of Moradin. Like so much else of ancient Gauntlgrym, the Iron Tabernacle isn’t what it once was. The intricate patterns and knotwork have faded
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sections have small iron hinges built into them so that they can be opened, as well as iron latches to lock them in place when they’re closed. The window looks out onto the parapet (area K46). The figure on
by her mother, she was never allowed to leave home as a child. She finally slipped away and made her way to the castle, drawn by its majesty. Gertruda is innocent, and years spent as a shut-in have
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sections have small iron hinges built into them so that they can be opened, as well as iron latches to lock them in place when they’re closed. The window looks out onto the parapet (area K46). The figure on
by her mother, she was never allowed to leave home as a child. She finally slipped away and made her way to the castle, drawn by its majesty. Gertruda is innocent, and years spent as a shut-in have
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
O3. Bedroom The night hags Bella Sunbane and Offalia Wormwiggle are here, unless they have been drawn elsewhere. Dancing around a thick wooden gear shaft in the center of this cramped, circular room
crate is fitted with a small door that has an iron latch and iron hinges. It can be unlatched and opened easily from the outside. The two captured children (LG male and female noncombatants) were taken
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
O3. Bedroom The night hags Bella Sunbane and Offalia Wormwiggle are here, unless they have been drawn elsewhere. Dancing around a thick wooden gear shaft in the center of this cramped, circular room
crate is fitted with a small door that has an iron latch and iron hinges. It can be unlatched and opened easily from the outside. The two captured children (LG male and female noncombatants) were taken
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
consequence, it’s a path rarely taken. The exception is rune magic. Giants are drawn to the solidity and permanence of magical runes. Stone giants are great practitioners of rune carving, both because of the
ink in favor of stone and chisel, glacier and axe, or iron and forge. Carving a magical rune into an item imbues it with power. Like any other magic item, it can be used to activate one or more
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
repair dock. When the characters arrive here, read the following boxed text to the players: A massive iron structure that appears to be a pair of docking arms straddles the River Styx and extends out
the River Styx are drawn up into it.
The Stygian dock is a 100-foot-high service platform protruding from the rocky cliffs of the River Styx. The clamps, chains, and bars fixed to the upper arms of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
repair dock. When the characters arrive here, read the following boxed text to the players: A massive iron structure that appears to be a pair of docking arms straddles the River Styx and extends out
the River Styx are drawn up into it.
The Stygian dock is a 100-foot-high service platform protruding from the rocky cliffs of the River Styx. The clamps, chains, and bars fixed to the upper arms of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Magical Attraction A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue’s feet.
A
powdered rust. Artifacts are immune to this corrosion. Any metal object not being worn or carried that enters the room is instantly drawn to the shield if it weighs 150 pounds or less. Any creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
consequence, it’s a path rarely taken. The exception is rune magic. Giants are drawn to the solidity and permanence of magical runes. Stone giants are great practitioners of rune carving, both because of the
ink in favor of stone and chisel, glacier and axe, or iron and forge. Carving a magical rune into an item imbues it with power. Like any other magic item, it can be used to activate one or more
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Magical Attraction A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue’s feet.
A
powdered rust. Artifacts are immune to this corrosion. Any metal object not being worn or carried that enters the room is instantly drawn to the shield if it weighs 150 pounds or less. Any creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Iron Mine The duergar mine these tunnels for iron ore, which is taken to areas 16a and 16b to be smelted. The operation runs smoothly because of the merciless oversight of Stalagma Steelshadow
, which is filled with torn-down iron scaffolding. Duergar miners can be heard to the west (area 18b) and the south (areas 18c and 18d). 18b. Duergar Miners Seven duergar — three males named Greorx, Hwahl
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Iron Mine The duergar mine these tunnels for iron ore, which is taken to areas 16a and 16b to be smelted. The operation runs smoothly because of the merciless oversight of Stalagma Steelshadow
, which is filled with torn-down iron scaffolding. Duergar miners can be heard to the west (area 18b) and the south (areas 18c and 18d). 18b. Duergar Miners Seven duergar — three males named Greorx, Hwahl
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
raised dais and depicts an armored, blindfolded angel in a calm, protective stance, with her sword drawn and wings unfurled. The dais is carved with the following words, in Common: “Zariel, guardian of
only once while in the memory. I3. Temple of Lathander This two-story, white stone temple carved with images of the sun on its exterior walls is the largest building in the town. Iron shutters cover the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
raised dais and depicts an armored, blindfolded angel in a calm, protective stance, with her sword drawn and wings unfurled. The dais is carved with the following words, in Common: “Zariel, guardian of
only once while in the memory. I3. Temple of Lathander This two-story, white stone temple carved with images of the sun on its exterior walls is the largest building in the town. Iron shutters cover the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and steam billows out of it.
Nagas. Unless they have been drawn elsewhere, two spirit nagas named Excrutha and Serakath lounge on the floor near the back of the cave (see “The Ssethian Scourges
to the death. She carries the key to the manacles in area 13. The steamer consists of two iron chambers stacked on top of each other. Magical fire burns in the bottom chamber, heating water that pours
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and steam billows out of it.
Nagas. Unless they have been drawn elsewhere, two spirit nagas named Excrutha and Serakath lounge on the floor near the back of the cave (see “The Ssethian Scourges
to the death. She carries the key to the manacles in area 13. The steamer consists of two iron chambers stacked on top of each other. Magical fire burns in the bottom chamber, heating water that pours
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a
Gnoll Warrior 43–45 Goblin Warrior 46–48 Guardian Naga 49–51 Hill Giant 52–54 Hobgoblin Warrior 55–57 Incubus 58–60 Iron Golem 61–63 Knight 64–66 Kobold Warrior 67–69 Lich 70–72 Medusa 73–75 Night Hag 76
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rests a plain bed and an iron-banded footlocker with a sturdy padlock that can be picked by using thieves’ tools and making a successful DC 20 Dexterity check. (If a room is vacant, its key is in the lock
the two are in their quarters. Violence has drawn a large, sweeping black mustache on the portrait of Halaster above her desk. Treasure. Violence’s footlocker contains a set of traveler’s clothes, a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rune-etched, iron chains. Raiders and pirates who operate under the blessings of a storm god sometimes make use of this upgrade. By draping the chains over a ship’s hull, the storm’s fury thrashes
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a
spades Priest and two acolytes Queen of spades Medusa Jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rests a plain bed and an iron-banded footlocker with a sturdy padlock that can be picked by using thieves’ tools and making a successful DC 20 Dexterity check. (If a room is vacant, its key is in the lock
the two are in their quarters. Violence has drawn a large, sweeping black mustache on the portrait of Halaster above her desk. Treasure. Violence’s footlocker contains a set of traveler’s clothes, a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Drops d100 Treasure 01–50 None 51–52 A crude map drawn on a scrap of tanned dinosaur hide, showing a route to Port Nyanzaru and the location of a randomly determined landmark or lair (250 gp) 53–54
smoking pipe (25 gp) 67–68 Case containing 2d12 blocks of insect repellent incense 69–70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71