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Returning 29 results for 'enter obey'.
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Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Alarm Bells Ringing As the party enter the factory yard, the sentries attack them, along with four sharpened wooden candy canes (Animated Flying Swords). Inside, the party find the workers are under the spell of four [Tooltip Not Found], played by four toy soldier drummers that obey Mr Melville.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
get into places their normal forms couldn’t enter.
Their immunity to poison gives all yuan-ti a tactical advantage in dealing with other creatures. A pureblood serving as a food taster for a
another society and wish to be part of it.
3
I respect my superiors and obey them without question. My fate is theirs to decide.
4
I have an interest in an unsuitable mate, which I can&rsquo
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
this spell dissipate into smoke if removed from it. A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
rats in Richemulot are especially intelligent and eagerly obey Renier’s will. This typically involves spying for her: eavesdropping on conversations, tailing individuals, and reporting back. Closing
the Borders. When Jacqueline Renier wishes to close her domain’s borders, the Mists rise at the edge of the lands, as detailed in “The Mists” at the start of this chapter. Additionally, the Mists are filled with swarms of rats; endless waves of them attack any creatures that enter the Mists.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
8. Sculptors’ Workroom This workspace is used by a number of neutral human sculptors creating objects for use in the tomb. Five are present when the characters first enter this area, watched over and
small tasks whenever they sleep.
Creatures Under the command of Phenex (area 14), the girallon has been ordered to obey the sculptors as they work, but to not allow them to leave the tomb. The creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms. Hinchel Or
These golems obey their creators’ orders and protect what their makers value most. Some
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
least one knight in residence. Knights are selected for their roles based on their martial and psionic potential, and young githyanki who pass muster are inducted into service soon after they enter
knights and other high-ranking githyanki. The dragons remain above githyanki politics. They obey the orders of their riders and fulfill their terms of service without offering opinions or advice. Red
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of this chapter. Past the heavy iron door that is the tower’s only visible entrance, a short tunnel extends through five feet of solid rock into a cool, dark chamber. As you enter, a floating orb of
without Vizeran’s permission. Kleve’s control gem is a smoky crystal that Vizeran wears on a chain around his neck, beneath his robes. As long as Vizeran possesses the gem, the death slaad must obey him
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
girallons flank him, each of them also missing an eye and hand.
The priest smiles and gestures for you to enter the chapel and take a seat. And the chanting fills your mind with a desire to obey
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
aarakocra are alert but remain perfectly still; they do nothing other than defend themselves and obey Sansuri’s commands. Any creature that jumps or falls into the hole plummets to the ground far below unless
floor around them is littered with bits of broken wood. The griffons can’t attack creatures outside of their cages, but they make a ruckus when intruders enter — so loud that Countess Sansuri can hear
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is present (as described in “Interior Security”). Guards enter the room only via its secret passage, and they leave through either of the main doors after flipping the switch to temporarily disable
than Vidorant) that aren’t wearing guard uniforms. They obey Vidorant’s spoken commands. If she’s not present, they obey anyone wearing a guard uniform, even if commanded to attack another guard. They
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
beloved dogs, Cinnabar and Sol, now transformed into hell hounds. The hounds’ names are written on their collars in Common. They obey only King Jhaeros, and they transform back into friendly mastiffs
turning to ash and floating in the air.
Two elementals made of swirling ash and smoke (use the air elemental stat block) materialize and attack characters who enter this room. The elementals use
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
motionless until the characters enter the room or disturb it. The maschin-i-bozorg is hostile toward intruders and fights until destroyed. F4: Storerooms The kagu-svirfneblin keep various goods in these
-svirfneblin’s treasure. They lumber about in the darkness, tapping their long, bony claws along the floor. The hook horrors obey the deep gnomes but attack all other creatures on sight. Treasure. In the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The derro entered the cave through the southeast pool and are dripping wet. They’re uninterested in negotiation and ambush any who enter their cavern. A character who examines the room and succeeds
debris. The derro attack intruders on sight, eager to rob them. The zombies obey the derro’s commands. Shattered Idol. The fragments of black marble are the remnants of an idol to Diirinka, the derro’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their identification papers.
Visitors entering Azrok’s Hold are greeted by two bugbears. Drow are attacked on sight. Others may enter and move through Azrok’s Hold, provided they have the proper
lanterns hang above each desk from chains anchored to the ceiling.
Manager. A hobgoblin wearing cracked half-moon spectacles sits behind a stone lectern and greets all those who enter, directing each new
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
enter the cavern, the spirit and specters attack, eager to feed off the characters’ life force. Treasure. Scattered on the floor at the far end of the chamber are 480 gp, 800 sp, twenty assorted gems
demon lord. The gorgons obey the minotaurs’ spoken commands. Escaping the Labyrinth. When the characters negotiate the labyrinth, have them choose a navigator and their pace (fast, normal, or slow). It
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
have defeated these creatures, they can enter the basement. This high-vaulted basement room is full of equipment similar to what you saw in Zikran’s abandoned laboratory. A bed, a chair, and a table
accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head. The air elemental and the water elemental obey Zikran’s orders. Given a chance, Zikran brags about his plans to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
2 rounds. Tower Guards. Four sivak draconians (see appendix B) guard the tower’s entrance. They halt anyone who tries to enter, whether wearing Dragon Army armor or not, and demand they state the
Charisma (Deception) check to convince Orm the characters have business in the tower. Guelfost has orders to obey his handler, but they don’t compel him to fight after Orm dies. If Orm is defeated, Guelfost
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
imp is perched on the southeast fountain. If the characters look as though they intend to cause trouble, the imp observes them quietly until they enter the bathhouse, then flies to Vanthampur Villa in
after 24 hours. D17. Myrkul’s Altar Read or paraphrase the following boxed text to the players when their characters first enter the room: This dry, partially collapsed room contains a stone altar with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hour. The dragon threatens to eat any character who fails to hold her interest. Kalimrax attacks any character she sees trying to enter the hold by stealth or by force, but she doesn’t pursue
between the towers, barring access from the lava river beyond.
Two erinyes guard access to the harbor, one in each tower. These guards are hostile to anyone attempting to enter or leave the hold via the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the west is a bathhouse and laundry area with three large wooden tubs. M8. Sandstone Court This area is open to the sky. Characters on the monastery roof can enter the building here. This long
two gargoyles, hiding in plain sight. They don’t react unless characters who don’t belong to the cult attempt to enter the shrine to the north (area M9). The gargoyles don’t interfere with anyone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
as a fire giant’s greatsword, except that it deals bludgeoning damage). Out of sight under the bed are Frupy’s two pets, a pair of giant weasels that obey her every command. If intruders enter the
as they enter. The tapestries displayed between the torches are rendered in bloody colors and show victorious fire giants. The door guard is hidden in the alcove (area 1A). 1A. Alcove The tapestry
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
greenery on the edge of the Anauroch desert. Woodcutters from Parnast warn adventurers not to enter too deeply into Weathercote Forest, as ancient elven magic has a way of making people disappear forever
of animated armor, flying swords, and rugs of smothering that obey Lord Zymorven’s commands. Lord Zymorven retains the services of a scribe, a stablehand, a cook, and a musician (all commoners), as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
most likely to enter Xanathar’s lair by this route: a spiral staircase accessible from the Castle Ward’s sewers and hidden behind a secret door. This staircase circumvents a more difficult route
opened eyes that glow with a faint, magical light. Characters feel as though they’re being watched as they descend the stairs, and the feeling doesn’t go away once they enter the beholder’s lair. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
obey, or the Far Realm shall consume what mind you have left, weakling.” 3 A beholder floats in a room with stained surgical slabs (area X10), addressing a mind flayer on a rust-colored floating disk
is Oshundo the alhoon (see the accompanying stat block). It isn’t likely to notice intruders in Illithinoch until they enter its room. Oshundo is concentrating on several old Underdark maps and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
on a successful one. Identical doors on the western side of the dome are rusted completely off their hinges. When characters enter the ruined palace, read: An 18-foot-tall stone statue of a Chultan
joins them, except for Zalkoré, whom the snakes obey. The walls of the pit can’t be climbed without gear or magic. Rainwater pouring into the pit through holes in the roof drains via pipes through the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vegetation might be its work.
Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter
telepathic commands to the charmed creature (no action required), which it does its best to obey. Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8






