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Returning 33 results for 'enters release'.
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the lands they live in.
Hederans have extraordinary lifespans, with some reaching over a thousand years of age. Every two centuries or so, a hederan enters a rare blooming phase when the flowers on
its body release pollen and a single silver seed forms upon its back. The seed must be planted within a week, or it will wither away, but from it a new hederan sapling will grow.
Once planted by their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
personal rune. Floating 10 feet above the rug is a golden wand with spinning orbs of colored glass at one end (see “Treasure” below). It attacks any creature that enters the room unaccompanied by Halaster
save, the creature is forced to release the wand. On a successful save, the wand becomes inanimate until the creature lets go of it. If a spellcaster holds the wand long enough to become attuned to it, that act banishes Rantantar’s evil spirit from the wand forever.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
transformed myconid can release the spores in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that
enters it later, must make a Constitution saving throw. The save DC is 8 + the myconid’s Constitution modifier + the myconid’s proficiency bonus. On a successful save, the creature can’t be infected by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
feeds on warmth, drawing heat from anything around itself. One patch of brown mold covers a 10-foot square, and the temperature within 30 feet of it is always frigid. When a creature enters a space
creature that enters the inferno for the first time on a turn or starts its turn there takes 22 (4d10) Fire damage and is burning. Poisonous Gas Nuisance Hazard (Levels 1–4) Poisonous gas is usually
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
. Development. A goblin in this area can use an action to release one wolf from its chain. If the wolves are goaded by enemies beyond their reach, they are driven into a frenzy. Each round that any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
it, but it’s easily reached by climbing one of two flights of crudely carved stairs. On clear nights, moonlight enters the cave through natural fissures in the ceiling. Fresh blood paints the icy
giant skeleton (see appendix C) partially encased in ice. It remains inanimate until it takes damage or until an intruder enters the ossuary. Instead of rolling initiative for it, have it act on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
save, or half as much damage on a successful one. A creature reduced to 0 hit points from this acid damage is completely dissolved. Surgical Precision. Controlling the fluid’s release more carefully
enters the digestion pool for the first time on its turn or starts its turn there takes 33 (6d10) acid damage. Increase the damage to 99 (18d10) acid damage if the creature is fully immersed in the pool. A creature reduced to 0 hit points from this acid damage is completely dissolved.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipod is a byproduct of this connection. The residue is sticky and foul-smelling, but harmless. It dissolves after a few hours. Any creature that enters a psipod’s bronze cylinder must succeed on a DC
might release them if, in exchange, they promise to destroy the githyanki that are threatening the mind flayer colony. You can roleplay these interactions or have the characters make ability checks to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Any creature that enters the cell for the first time on a turn or
character can try to unlock the button using thieves’ tools, doing so with a successful DC 17 Dexterity check. Pressing the unlocked pendant causes the secret door’s lock to release with a dull clunk
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
Difficult Terrain. Whenever the stone enters a creature’s space for the first time on a turn or a creature enters the stone’s space while the stone is rolling, that creature must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
pools takes effect. Not yet under the sway of Thay, it grows agitated when any creature enters this chamber, and it’s likely to attack. The dragon turtle wants freedom, and it is small enough to use a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
creatures’ spaces, and creatures can move through the stone’s space, treating it as Difficult Terrain. Whenever the stone enters a creature’s space for the first time on a turn or a creature enters the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
incorporeal Undead churns 20 feet below the catwalks. A non-Undead creature that enters the liquid for the first time on a turn or starts its turn there takes 7 (2d6) necrotic damage and must succeed
overtake the Heralds of Dust exorcist (see the appendix) tasked with guarding this vault. If the characters don’t intervene, the Undead might destabilize the vault’s magic and release other creatures
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
offers the following information in exchange for his release: His mother, the duke, is in the dungeon below the villa with Thavius Kreeg. She and the former high overseer of Elturel are plotting to
help the Vanthampurs conquer Baldur’s Gate if released. Thavius Kreeg is confident that he can devise a way to release Gargauth from the shield. Thavius arrived in the city a few days ago with the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ruby is fake, worthless, and magically trapped to release a violent electric shock. W2: Lolth Shrine This semicircular chamber forms a natural alcove. Shelves carved into the wall from floor to ceiling
cultists keep a supply of prey creatures here to feed Ker-arach. Right now, the chamber is occupied by four giant lizards. The cultists release a lizard into the Sacred Web Hall (area W12) whenever Ker-arach
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
a DC 15 Wisdom check. If the check succeeds and no troglodytes remain nearby, the characters can release it safely and let it depart. 22. Fungus Cavern A trickle of water seeping down from the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
windows can be climbed through easily. Startled lizards and birds flee through the windows when anyone enters. The building’s contents have all rotted. Ledgers mildewed into slime long ago. Tables and
(no brakes), the cart has AC 16. If occupants are using the brakes to control its speed, the cart has AC 8. If the cart’s occupants engage or release the brake when they see the kobolds pulling the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
to accommodate Small and smaller creatures; Medium creatures must squeeze to move through it. Disturbed Rubble. When a creature enters the crawlspace for the first time, its movement disturbs some of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
release a rain of arrows from turrets up higher on the lighthouse. The trap can be bypassed by pressing a hidden button on the door, requiring a successful DC 15 Intelligence (Investigation) check to
of members of the Order of the Stout Half-Pint. The diminutive undead burst out to attack when any creature enters this area, surprising anyone who does not succeed on a DC 12 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and onto the ground, releasing the tadpoles. On its turn, a crawling claw can move to a specimen jar and take an action to release the slaad tadpole trapped within. Treasure. On the shelf along the
pull-rope hangs from a wooden trapdoor in the ceiling.
There’s no obvious source for the horrible smell that lingers here. The first character who enters the room triggers a roll on the Eldritch
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that enters the area between the rectangular walls must succeed on a DC 10 Constitution saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns
, characters poking through the construct’s remains can spot two magic items that were part of its components — a sentinel shield and a Quaal’s feather token (anchor). Development. If the characters release
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Vermin Halls (areas 16–18). Pigpens. The pigs are maltreated, hungry, and irritated. They swarm any creature that enters the pen. Such a creature must succeed on a DC 13 Dexterity saving throw at the
warriors stand guard (see appendix B for all three stat blocks). They attack intruders. In a desperate battle, the Red Wizard might take the time to release hatchlings to add to the characters’ opposition
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
with AC 15, 4 hit points, and immunity to poison and psychic damage. Only two skeletons are animated, and they guard the hallway’s midpoint. When a character enters the square marked T on map 6.2, one
. Any character who succeeds on a DC 10 Wisdom (Perception) check can track the sounds to their points of origin. A character who enters one of these squares steps on a pressure plate that sinks 1 inch
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a building, a vessel, or some other structure, a franchise is equipped with a compartment holding grease. When activated, nozzles release the grease either in a 30-foot cone or into a specific area no
prone and end its movement that turn. A creature driving a vehicle that enters the greased area must make an appropriate ability check against the save DC. On a failure, the vehicle veers 3d10 + 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
thieves’ tools, or the door can be forced by someone who makes a successful DC 15 Strength (Athletics) check. The three creatures are wights that spring to attack anyone who enters the cell. The rings
-holes at about 5 feet off the ground that the hill giant has never noticed.) Two levers are set in the west wall. These control the thick portcullises that can block off entry to area 29 or release
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
floor was built as a precaution in case one of the experiments went berserk. When a creature that doesn’t work for Manshoon’s Zhentarim enters this room without being escorted, the metal scraps on
lever is an action that causes both clamps to release the floor, which is then magically driven upward into the ceiling. Creatures standing on the floor are knocked prone and must make a DC 20
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Finding the secret door into area 14 requires a successful DC 12 Wisdom (Perception) check. Cuppa the Parrot. When anyone enters the cabin, the parrot immediately wakes, squawks, repeats “Pieces of eight
elf; the key to unlock his chains can be found in the captain’s writing desk drawer (see area 9). If the characters demonstrate friendship and release him, Oceanus (see appendix C) has an interesting
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
feet of such an opening must succeed on a DC 15 Dexterity saving throw or be knocked prone and pushed up to 20 feet in a straight line away from the opening. Spore-laden fungi release a cloud that
than Huge. The first time Borborygmos enters a creature’s space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
enters this chamber, the three skeletons animate, pinpoints of red fire sparkling in their eye sockets as they rise. Treasure. Each skeleton has twenty arrows, 2d10 sp, 1d10 gp, and one +1 arrow in a
humanoid feet with claw-like nails. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
make any loud noises here and have not yet encountered the jabberwock (see appendix C) in area P22, it awakens and investigates. The jabberwock enters and leaves the palace through the hole in the wall
manes—a creature incapable of feeling guilt. Even if they are freed from temporal stasis, the prisoners remain trapped in their cages until the pixies release them, which they can’t do while frozen in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk in the drill hall aggressively protect the queen. If the characters refrain from attacking and call out to the queen to parley, she holds her warriors back and enters discussions with them
tells them that it is a triton held captive by the evil lizardfolk, and it offers to assist the characters against their “mutual enemies” if they release it. Even if the characters correctly identify it