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                        Returning 35 results for 'form trap'.
                    
                
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    False Appearance (Hoard Form Only). If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasnât observed the mimic move or act
                                                
                                            
                                                
                                                    . The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isnât transformed. It reverts to its
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     can effectively imitate sounds made by beasts and humanoids that theyâve heard. Mongrelfolk arenât sophisticated enough to use these sounds as a covert form of communication, but they can
                                                
                                            
                                                
                                                     use the sounds to lure enemies into a trap or otherwise distract them.
Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ât change it, but I will do everything in my power to forestall it.â
Endelynâs Appearance
Endelynâs emaciated form is hidden under the layers of her elaborate costume. Part dress
                                                
                                            
                                                
                                                     this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilvâs domain, splitting it between them. The sisters couldnât agree on which of them should keep
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     roll.Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to
                                                
                                            
                                                
                                                     environment to resemble such a place. The imitation is imperfect, but itâs good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.
Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The
                                                
                                            
                                                
                                                    ;s body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Trap Soul", "rollDamageType
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of travelerâs clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
                                                
                                            
                                                
                                                     smear the blood of my enemies over my skin.
7
I was, in fact, raised by maaka.
8
HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things
                                                
                                            
                                        
                                                    Goblin
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     â for goblins, life is short.
Goblins seek to trap and enslave any creatures they encounter, but they flee from opposition that seems too daunting. For miles around their lair, they employ pit
                                                
                                            
                                                
                                                     goblin tribe has to nobility is the caste of lashers â families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     focus on intellectual pursuits. These nobles turned to philosophy and prayer, offering gifts of magic and animal sacrifices to their serpent gods, paying homage to the perfection of the ophidian form. The
                                                
                                            
                                                
                                                     implement better tactics. Any enemy who chases a group of fleeing yuan-ti might be on the victorious side of a rout or could be heading into a trap; if the enemy has been encountered before, it is likely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     elements form a unique and memorable challenge. Trap rooms arenât likely to be found in just any abandoned manor or forgotten temple; elaborate contraptions like these appear in dungeons designed to guard
                                                
                                            
                                                
                                                    Trap Rooms Traps can be as puzzling as any riddle or maze, but theyâre far deadlier! This section includes a collection of trap rooms: dungeon chambers loaded with hazards to test adventurersâ wits
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    8. Kobold Barracks The steps down from area 7 are trapped; see âCollapsing Trapâ below for details. Area 8 is the koboldsâ living quarters. It was a natural cavern, but it has been enlarged and
                                                
                                            
                                                
                                                     (Perception) scores to determine whether they react to noises. Flickering oil lamps provide dim illumination. Thin mattresses of straw covered with badly cured furs form small beds that are haphazardly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    8. Kobold Barracks The steps down from area 7 are trapped; see âCollapsing Trapâ below for details. Area 8 is the koboldsâ living quarters. It was a natural cavern, but it has been enlarged and
                                                
                                            
                                                
                                                     (Perception) scores to determine whether they react to noises. Flickering oil lamps provide dim illumination. Thin mattresses of straw covered with badly cured furs form small beds that are haphazardly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
                                                
                                            
                                                
                                                     with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net
                                                
                                            
                                                
                                                     with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     an iron lever (marked with an L on  Map: Temple of Orcus). As a Utilize action, a creature can pull this lever to reset the trap described below. Trap. The stairs collapse to form a slide whenever a
                                                
                                            
                                                
                                                     the fall plus 9 (2d8) Piercing damage from the spikes. Pulling the hidden lever closes the pitâs lid and resets the stairs. The lid opens only when the trap is triggered and otherwise is safe to move on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     Tower. They come running in wolf form, hoping to trap prey on the island by cutting off access to the causeway. Leading the hunt is Kiril Stoyanovich, a werewolf with 90 hit points. Accompanying him are
                                                
                                            
                                                
                                                     six normal werewolves and nine wolves. While in wolf form, the werewolves are indistinguishable from ordinary wolves. They either remain in wolf form or assume hybrid form. If the characters were
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     in the form of asps rising up with their mouths open. These totems radiate magic that negates some of the regional effects of a mummy lordâs lair in this area, allowing the yuan-ti to store food and
                                                
                                            
                                                
                                                     water here that does not evaporate or spoil. This room is presently guarded by 3 lizardfolk and 1 yuan-ti pureblood, unless those creatures have already been encountered in area 18. Dart Trap The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     vice versa. After the coin is used once, it disappears in a flash, accompanied by Halasterâs booming laugh. 5b. Teleport Trap This trap is located in the far west alcove in the south wall (see
                                                
                                            
                                                
                                                     âTeleport Trapsâ). A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table:  d20 Teleport Destination   1â10 The teleport trap in area 19 11â15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     theyâve seen the portraits in areas 18 or 22. The illusion is harmless, and the characters canât disrupt it. Haunted Trap. When the scene ends, a haunted trap with a +2 Haunt Bonus activates (see âHaunted
                                                
                                            
                                                
                                                     take an action. After this, the haunted trap activates. Numerous troughs and gardening implements lance through the room. Every creature in the room is targeted by a ranged attack with a +2 bonus. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     humanoids. (Creatures that arenât humanoids are unaffected.) These traps are marked P on map 14. The hobgoblins are aware of these traps and do their best to avoid them. A polymorph trap is marked by a
                                                
                                            
                                                
                                                     creature are absorbed into its new form. The new form is hostile toward all other creatures and must attack any other creatures it can see. Roll a d10 to determine the creatureâs new form:
  1. Carrion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    9. Dragon Shrine This cave is a shrine to Tiamat, but with an emphasis on her black dragon head and on black dragons in general. It also contains many Cult of the Dragon icons, and a devious trap for
                                                
                                            
                                                
                                                     the unwary; see âAcid Trapâ below. Flickering oil lamps provide dim light. Langdedrosa Cyanwrath occupies the shrine, and he is joined by two human berserkers. (If the adventuring party contains more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    9. Dragon Shrine This cave is a shrine to Tiamat, but with an emphasis on her black dragon head and on black dragons in general. It also contains many Cult of the Dragon icons and a devious trap for
                                                
                                            
                                                
                                                     the unwary; see âAcid Trapâ below. Flickering oil lamps provide dim light. Langdedrosa Cyanwrath (see appendix D) occupies the shrine, and he is joined by twohuman berserkers. (If the adventuring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     in the form of asps rising up with their mouths open. These totems radiate magic that negates some of the regional effects of a mummy lordâs lair in this area, allowing the yuan-ti to store food and
                                                
                                            
                                                
                                                     water here that does not evaporate or spoil. This room is presently guarded by 3 lizardfolk and 1 yuan-ti pureblood, unless those creatures have already been encountered in area 18. Dart Trap The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     relief carvings of grinning skulls. Four lines engraved at the center of the slab cross one another to form a star, with both ends of each line marking the location of a cube-shaped cavity cut into the
                                                
                                            
                                                
                                                     its turns. After 10 rounds, the gas valves close and the stone block rises back into the ceiling. Any puzzle cubes still in their cavities are pushed out, and the trap resets. Any character searching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , water, sand, garbage, green slime, petrified enemies, poison gas, swarms of centipedes, zombies, or any other sort of hazardous material or creatures. Gas Spores. One form of gas spore trap is
                                                
                                            
                                                
                                                     natural form to mislead intruders who might be expecting an artificially created structure. The floor of the vestibule is usually 15 feet or more lower than the entrance corridor, and the chamber is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     trap. False Hope. Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify images of places where they expect those desires to be met. The balhannoth then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    14. Venom Distillery The south door is locked, and the lock contains a cleverly hidden poison needle trap. To pick the lock, a character with thievesâ tools must succeed on a DC 15 Dexterity check
                                                
                                            
                                                
                                                    . Finding the trap requires a successful DC 20 Wisdom (Perception) check; once found, it can be disabled with a successful DC 12 Dexterity check. A character who tries to pick the lock without first
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     90 degrees clockwise and sinks into place, positioned where tunnel A used to be. Characters who are flying, in gaseous form, or otherwise effectively weightless do not trigger the trap and can move
                                                
                                            
                                                
                                                     counterclockwise when the trap triggers. The only way to return tunnel A to its original position is to trigger the trap from tunnel B, and vice versa. Characters trapped in a section of tunnel not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Door and Trap. A secret door in the east wall opens into area 40c. The 10-foot-square space in front of the secret door contains a polymorph trap (see âPolymorph Trapsâ).
 A detect magic spell reveals
                                                
                                            
                                                
                                                     help, Arcturia pressed the demon into service. Its primary task is to guard the lichâs phylactery. While in pedestal form, the demon is unaffected by the weapon of mass disintegration in area 37
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Hoard Mimic Kin to the common mimic described in the Monster Manual, hoard mimics are among the oldest and most cunning of their kind. A hoard mimicâs massive, amorphous form and shape-shifting
                                                
                                            
                                                
                                                     prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a fine, caustic mist
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
                                                
                                            
                                                
                                                     panels about ten feet on a side. Rusty iron frames surround each panel. The panels are suspended about several inches from one another and the wall to either side. They form a row overhead that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Featuresâ sidebar). West of the cavern is a shrieker that serves as an alarm system (see âFungi Patchesâ) and a pit trap (see âTrapâ). The smell of brimstone and foul chemicals emanates from this
                                                
                                            
                                                
                                                     sprouts from the statueâs neck, enlarging and reshaping itself with each unholy verse to take the form of a second head.
 
 Map 4.6: Cultist Hideout Narrak, a derro savant, belongs to a fringe group
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     shells. Eberron shards can be found almost anywhere, but the most significant deposits have been discovered in jungle environments, notably Qâbarra and the distant land of Xenâdrik. In their raw form
                                                
                                            
                                                
                                                    , Eberron shards are rosy crystals with crimson swirls flowing their depths.  Eberron shards are the most common form of dragonshard. They are primarily refined into a glowing powder. This dragonshard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , which form a T-shaped outline with two rectangular wings thrusting north and south out of an enormous east-west rectangular room. This room has three-floor-high remnants of walls in two places, clinging
                                                
                                            
                                                
                                                    . A successful check also reveals the lip at the end of the loose flagstones that forms the top step of the stair is solid. If the trap triggers, those in its area can attempt a DC 15 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    3. Watchful Statues Six statues stand here, all of cowled wizards leaning on staffs, their faces obscured by deep hoods. The hollows the hoods form are particularly dark. Niches between the statues
                                                
                                            
                                                
                                                     sudden thought when they enter this area: âSome secrets are not meant for mortal minds to know. Look away from the darkness in which such knowledge hides.â Statue Trap When the first adventurer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    3. Watchful Statues Six statues stand here, all of cowled wizards leaning on staffs, their faces obscured by deep hoods. The hollows the hoods form are particularly dark. Niches between the statues
                                                
                                            
                                                
                                                     sudden thought when they enter this area: âSome secrets are not meant for mortal minds to know. Look away from the darkness in which such knowledge hides.â Statue Trap When the first adventurer
                                                
                                            
                                        






