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                        Returning 35 results for 'guarded common location'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wandâs purpose is to help satisfy Orcusâs desire to slay
                                                
                                            
                                                
                                                     guarded.
Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcusâs layer of the Abyss.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
                                                
                                            
                                                
                                                     has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it canât be used again until 7 days have passed.
Figurine of Wondrous
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    At rank 2, your Head Office-supplied spyglass becomes a common magic item. As an action, you can look through the spyglass of clairvoyance at a location within 1 mile of you that is obstructing your
                                                
                                            
                                        
                                                     Backgrounds
                                                    Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                     Hammer, Glassblower's Tools, Fine Clothes, Lamp, Oil (3 flasks), Waterskin, 2 GP; or (B) 50 GP
Although genies no longer rule Calimshan, genie magic is still common in your homeland. Perhaps you
                                                
                                            
                                                
                                                     inadvertently summoned a djinni from a magic lamp, or maybe you came upon an oasis guarded by a marid. A dao might have saved you from a landslide, or you bargained with an efreeti for fleeting wealth. However
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
                                                
                                            
                                                
                                                    , PsychicPhantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutateâs true location and last until the end of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
                                                
                                            
                                                
                                                     Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rinâs magic. The chosen location is almost always hard to
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Bound to Candlekeep. Miirym canât leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
                                                
                                            
                                                
                                                     her form and all her hit points after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Reform"} days, reappearing in the location where she died or in the nearest unoccupied space
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon:
A magical scrying sensor appears, taking the form of a
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     strike.
Bite (Costs 2 Actions). Zorak makes one bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides
                                                
                                            
                                                
                                                     its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
 
Regional Effects
The region surrounding a vampire's lair is warped by the creature's
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     of 120 feet and has darkvision within a range of 60 feet, but it canât see anything behind itself.
The painting can converse in Common, Draconic, and Elvish as if it were a living person
                                                
                                            
                                                
                                                     Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the paintingâs enemies. The painting performs this function
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the areaâand might take control of the pass unless the dragon
                                                
                                            
                                                
                                                     are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragonsâ hoards literally
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the areaâand might take control of the pass
                                                
                                            
                                                
                                                     offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
                                                
                                            
                                        
                                                    Detect Poison and Disease
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in
                                                
                                            
                                                
                                                     each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
                                                
                                            
                                        
                                                    Vampire Spawn
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
                                                
                                            
                                                
                                                     cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
                                                
                                            
                                        
                                                    Spell Scroll
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     (0 - Cantrip);Cantrip
Common
13
+5
 Spell Scroll (1st Level);1st
Common
13
+5
Spell Scroll (2nd Level);2nd
Uncommon
13
+5
Spell Scroll (3rd Level);3rd
Uncommon
15
+7
                                                
                                            
                                                
                                                     spell affects a random location within the spellâs range.
4
The spellâs effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might
                                                
                                            
                                        
                                                    Vampire Warrior
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     vampire makes one bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an
                                                
                                            
                                                
                                                     underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
 
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any
                                                
                                            
                                        
                                                    Vampire
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
                                                
                                            
                                        
                                                    Vampire Spellcaster
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault
                                                
                                            
                                                
                                                     guarded by vampire spawn or other loyal creatures of the night.
 
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Kundarak manticore emblem is legendary. The house also provides a special service to those who can afford it: a system of extradimensional vaults, allowing a client to store their goods in one location and
                                                
                                            
                                                
                                                     Holds have come into increasing conflict with the daelkyr, Lord Morrikan dâKundarak has instructed house heirs to establish connections with the Gatekeeper druids. The druids have much in common with the house, being the creators of the wards that protect Eberron from the daelkyr.
                                                
                                            
                                        
                                                    Human
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
                                                
                                            
                                                
                                                     and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
                                                
                                            
                                        
                                                    Wand of Orcus
                                                    
    
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                                                     Magic Items
                                                    Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wandâs purpose is to help satisfy Orcus
                                                
                                            
                                                
                                                     imprisoned the heroâs soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcusâs layer of the Abyss.
                                                
                                            
                                        
                                                    Figurine of Wondrous Power
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Figurine of
                                                
                                            
                                                
                                                     Wondrous Power (Onyx Dog);Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
                                                
                                            
                                                
                                                    : In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    What the Redbrands Know If the characters charm or successfully question any of the Redbrands, they can learn the location of the main entrance to their hideout (area R1) as well as the following
                                                
                                            
                                                
                                                    ). Complex Guardian. The lower part of the complex is guarded by a hideous âeye monsterâ (see area R8). Prisoners. The Redbrands have a handful of captives in a holding area ânear the old crypts,â which are guarded by skeletons (see area R4 for details).
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
                                                
                                            
                                                
                                                     duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
Talons. Every magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     clever lifts made his home fully accessible. At the edge of Heather Houseâs grounds is the Weathermay Mausoleum, the resting place of generations of Weathermaysâand the location of a secret magical laboratory guarded by the quasit Tintantilus.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it
                                                
                                            
                                                
                                                     characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
  
The leader of the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                    Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
                                                
                                            
                                                
                                                     few miles from where they were born.
You arenât one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -Besil. Unbeknown to the dwarves, the settlement was built less than a mile from the location of one such Chaos node. After the Kinslayer Wars, the dwarves retreated south of Pax Tharkas and into
                                                
                                            
                                                
                                                     Thorbardin, abandoning the underground city, but only after sealing it against any intrusion. In the Elemental Evil campaign, this city becomes the location of the four elemental temples. The four Haunted
                                                
                                            
                                        
                                                     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->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     control of her domain, the hags use their plane shift spells to flee to Gehenna, where they maintain a cramped tower guarded by yugoloth mercenaries. They donât think that Zybilna is aware of the
                                                
                                            
                                                
                                                     tower, but her spies learned about it some time ago. She reveals the towerâs location to characters who want to conclude their dealings with the hags or perhaps put an end to them. The tower in Gehenna
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , dispatch patrols, and take care of day-to-day business. A typical Sharn Watch station has two well-guarded entrances. One is connected to a main vestibule, where an officer in a security room with a
                                                
                                            
                                                
                                                     might need to visit (or break into) such a location.  Watch Station Adventures   d6 Adventure Goal   1 Destroy evidence of a crime thatâs being stored in a Watch station, or plant evidence in a Watch
                                                
                                            
                                        






