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Returning 35 results for 'globe chamber location'.
Other Suggestions:
globe chapter location
gloom chamber locations
glory chamber locations
Monsters
Icewind Dale: Rime of the Frostmaiden
extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web.
Web Walker. The raklupis
ignores movement restrictions caused by webbing.Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
Bite. Melee Weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forests, although they adapt well to urban and subterranean settings.
Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild’s
, twisting tunnels open up within it. One of these passageways serves as the lair’s only entrance, and a large central chamber serves as the meenlocks’ den. Inside the warren, black moss
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks
later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthik
Monsters
Waterdeep: Dungeon of the Mad Mage
parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
chamber of the lair. The dragon’s hoard is divided between that area and the chamber at the opposite end of the upper level. The magic of the lair sometimes makes it appear as though the dragon
Monsters
Fizban's Treasury of Dragons
is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragon’s control. A lair
tower (map 5.2) makes a great Feywild audience chamber, while a vibrant, living version of the green dragon lair’s enormous tree (map 5.10) makes for a very comfortable bedchamber in a grove on
Monsters
Fizban's Treasury of Dragons
dragon.
Moonstone Dragon Lairs
Often, a moonstone dragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of
, a well maintained and above-water version of the black dragon lair’s tower (map 5.2) makes a great Feywild audience chamber, while a vibrant, living version of the green dragon lair’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
70. Armillary Sphere This chamber contains a bronze apparatus centered on a hinged arm. Slowly rotating within the arm is a 10-foot-diameter globe decorated by a topographic map of landforms and
certain geographical features on the globe. Activating the Sphere The first time any creature moves within 5 feet of the central globe, read: The apparatus suddenly swings around, its rings rotating
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Exit Location and Exit Type tables to determine the nature and placement of the exit. Use the tables in the “Stocking a Dungeon” to determine the contents of a chamber. Chamber d20 Chamber 1
Large Chamber column on the Chamber Exits table. Chamber Exits d20 Normal Chamber Large Chamber 1–3 0 0 4–5 0 1 6–8 1 1 9–11 1 2 12–13 2 2 14–15 2 3 16–17 3 3 18 3 4 19 4 5 20 4 6 Exit Location
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10
Intelligence check, the controller can direct the globe to move with it, remaining within 5 feet of the controller. A globe’s controller can enter and leave the globe at will. The controller can maintain control
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Weapon of Mass Disintegration In the event that her experiments got out of hand or her enemies tracked her down, Arcturia built this chamber to purge them all at once while protecting herself and
her apprentices (of which she currently has none). The chamber has the following features: Plated Walls. At the end of a short hallway is a 20-foot-high domed chamber with seven narrow alcoves. Every
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Empty Bridge This location is presented on map 8.3. Mike Schley Map 8.3: Empty Bridge A river of dark water, thirty feet wide, flows around this floating nodule like a ring. A flat stone bridge
Home. Ilvaash’s island has a huge, shallow bowl surrounded by ossified tentacles. Eerie mist surrounds this nodule, and strange shapes appear within the mist. This location seems to unnerve the writer
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ability check.
Web Sense. When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web.
Web Walker. The raklupis ignores movement restrictions
caused by webbing.
Actions
Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks.
Bite. Melee Weapon Attack: +11 to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
, and topaz. Their collection is secured by a magical globe of force inside an iron chest, which is six feet long, four feet tall and wide, and weighs 500 pounds. Lifting the heavy iron lid requires an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
, rubies, and topaz. Their collection is secured by a magical globe of force inside an iron chest, which is six feet long, four feet tall and wide, and weighs 500 pounds. Lifting the heavy iron lid
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10 Intelligence check, the controller can direct the globe to move
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
4.13 could be a Daask location, or it could be any Sharn underworld location you need it to be. Several crafted and natural labyrinthine passages no more than 10 feet wide lead to the main chamber
Cog Hub Daask members congregate in safe houses that are hard to find and easy to defend or escape from. The most popular gathering location is a Cog hub. The dark, twisting halls of these underworld
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
in the Fane of the Eye. Iron Post. The iron post is a recent addition to the cavern, planted haphazardly into the rock of the staircase. When the characters arrive in the chamber for the first time, a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vault doors, and other defenses. When the characters enter the orrery vault, read: Statues of human-sized brass dragons stand at the center of the vault, their heads pointed at a globe of light hovering
guests, two clockwork dragons are on guard here. If the characters are themselves, they face five of the creatures. The clockwork dragons take no action until a character moves toward the globe of light
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing Xanathar Roll percentile dice to determine the beholder’s location when the characters arrive, and consult the Xanathar’s Location table. Xanathar’s Location d100 Location 01–50 Xanathar is
talking to Sylgar, its pet fish, in area X19. 51–75 Xanathar is delivering a rambling sermon to minions in the audience chamber (area X18). 76–90 Xanathar is watching a fight in the Pit of Blood and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Raucous Mesa This chamber was sculpted by faerzress with the side effect of trapping sound. The glow of faerzress shifts across this chamber as if pushed by an unseen wind. It flows toward and
to fit through it (see the “Whorlstone Tunnels: General Features” sidebar). Droki uses this narrow tunnel on his travels. Characters at the top of the mesa hear the murmur of the chamber more clearly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Roller-Dragon This oval chamber has a 10-foot-high ceiling. Standing against the east wall is a stone statue of a young gold dragon on stone rollers. The dragon’s mouth is agape, teeth bared, and
. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–12 The teleport trap in area 13a 13–18 The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, sacrifice, and all the other hallmarks of daily life. The accompanying map is an example of such a location. Cultist Level The lowest level of the temple includes sleeping and living quarters for favored
access is limited accordingly. Purebloods live and work on this tier, which features cages for slaves, special quarters for the current slave master, and a centrally located torture chamber. A pair of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adornments in this chamber would be more at home in a drow city. Spider-themed tapestries, fine zurkhwood furniture, and racks of expensive clothing fill the area, all of it old and rotted. At the
center of the chamber, a female drow sits upon a zurkhwood throne. She stands, eyes closed and arms crossed as if in meditation or prayer. Then her white hair writhes, and you see it is formed of pale
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Statue of Moradin This 20-foot-high, domed chamber is dominated by a 12-foot-tall stone statue of Moradin, the great dwarven god of the forge. It stands in the middle of the room facing the only
separated from one another. Teleport Trap This trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as
it moves. When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
81. Ebon Pool A pool of jet-black ooze glistens inside this silent chamber, whose walls are decorated with relief carvings depicting black stars.
The pool radiates an aura of conjuration magic to a
. Such items are permanently lost, having been transported to a secret demiplane whose location cannot be divined. Any amount of ooze that is removed from the pool disappears instantly. Activating the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Adventure Summary KEV WALKER
The adventure begins at Sawtooth Prison as the party is summoned by Nassius Ven, an official from the Chamber of the Guildpact. He explains that Krenko has escaped
Shattergang Brothers, a rival gang intent on murdering Krenko. Members of that gang will trail the party throughout the city in an attempt to find the goblin mob boss’s location. Eventually, the adventurers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Looted Chest Scorch Marks. This circular chamber has a 20-foot-high domed ceiling. Every surface is scorched and covered with soot, in a manner suggesting that multiple fiery explosions have
addition to the empty chest, the middle 10-foot square of the room contains a teleport trap (see “Teleport Traps”). A creature teleported by this trap arrives at a location determined by rolling a d20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
session gets underway, most groups can accomplish at least three things during one hour of play, where each “thing” might be any of the following:
Explore a location such as a chamber in a castle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonshards of all three kinds (Eberron, Khyber, and Siberys). Each observatory must be built in a location that is balanced between Siberys and Khyber; finding such a site might take years of careful
relationships among the planes. Planar Observatory Adventures The characters might find their way to a planar observatory as unwitting minions of a Chamber observer, as a destination in their struggles against






