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Returning 35 results for 'guarded conjure locations'.
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Magic Items
Dungeon Masterâs Guide
).
Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeleton;Skeletons and 15 Zombie;Zombies. These Undead magically rise up from the ground or otherwise form in
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
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
The Moonblade has the properties of a Ring of Spell Storing.
100
You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you donât already have one
Monsters
Vecna: Eve of Ruin
combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and
mind-bending phantoms the deathwolf can conjure.
Deathwolves in Dragonlance
On the world of Krynn, deathwolves are associated with Lunitari, Krynnâs red moon and the god of neutral magic. The
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
spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful.
Crystal Dragon Lairs
Crystal dragons
Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
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
university, but the students must travel to the dragonâs mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
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.
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Masterâs Guide (2014)
spells using 2 fewer charges (minimum of 0).
Call Undead. While you are holding the wand, you can use an action to conjure skeleton;skeletons and zombie;zombies, calling forth as many of them as you
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.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
untold adventures. Quests from the Infinite Staircase collects six adventures from Dungeons & Dragons history, updated for the current edition of the game. Beloved for their strange and wondrous locations
the staircaseâs landings, a wistful traveler can find the door to the destination of their dreams. Adventure awaits behind every door. Kamila Szutenberg A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
teleportation circle connect with these circles, which are found in temples, academies, the headquarters of arcane organizations, and prominent civic locations. However, since every teleportation
circle is a possible means of entry into a city, theyâre guarded by military and magical protection. As you design a fantasy city, think about the teleportation circles it might contain and which ones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Archdruid Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
accurate chart of the islandsâ positions, which roam as they please. Thus, even the most famed locations appear on no map, and sailors might spot them when or wherever Thassa wills. A few of the Dakra Isles
â legendary locations are noted here, and chapter 4 presents guidance for creating more magical shores. Arixmethes Tales tell of the lost island of Arixmethes, whose population was wiped out by
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
in a rundown part of town), you can always roll again or simply choose another result. However, such unexpected results can prompt creativity and memorable locations that help make your urban
9â10 Upper-class home 11â15 Crowded tenement 16â17 Orphanage 18 Hidden thievesâ den 19 Front for a secret cult 20 Lavish, guarded mansion Religious Building d20 Type 1â10 Temple to a good or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
brute force isnât enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
. 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.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Exploring the Academy The characters are now free to explore the campus. See âAcademy Locationsâ below for information on each area noted in the orientation tasks. Security Levels Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
barrier is riddled with numerous secret holes through â or, more often, underneath â its stones. Knowledge of such secret passagesâ locations is jealously guarded, and the hidden ways are used only
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
magic concealing it. A hidden door is otherwise identical to other doors in the complex. Locations of hidden doors are marked on map 7.3. Lighting The interior of the complex is brightly lit by crystal
, but nothing happens. The Rod Piece and Its Guardian The sixth piece of the rod can be found in area T27. The piece is guarded by Rerak, an empowered simulacrum of Acererak designed to harvest souls
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
other nations, Central Plateau is the place where big deals are made. Central Plateau: Noteworthy Locations Location Description District Aurora Gallery The most prestigious auction house in
a legendary wine cellar. Platinum Towers, Upper Central The Vaults Located below the Kundarak Bank, the Vaults are Kundarakâs heavily guarded storage facility. Korranath, Upper Central Wayfinder
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Reaching the Tomb The following locations provide different ways to access Xeluanâs tomb. Ruined Citadel Oztocanâs most prominent landmark is the ruined citadel around which the town was built. A
recently excavated tunnel leads to Xeluanâs tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
city or its inhabitants. Teleportation circles are barred except on the fringes of the place, at always-guarded locations beyond the cityâs outermost defenses. Those who use plane-shifting magic to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revelâs End Locations (R9-R16) R9. Guard Towers Each of these four triangular towers is two stories tall. A towerâs interior chamber is empty except for a wooden ladder that climbs to an iron hatch
shortswords, ten pikes, ten heavy crossbows, five light crossbows, and hundreds of crossbow bolts. The armory is guarded by a spectator that treats the weapons as treasure. It knows every member of the
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
barrier is riddled with numerous secret holes through â or, more often, underneath â its stones. Knowledge of such secret passagesâ locations is jealously guarded, and the hidden ways are used only
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
theyâve defeated. See area I2 for how such an attempt might unfold. Camp Carrionclay Locations The following locations are keyed to map 5.7. Map 5.7: camp carrionclay View Player Version I1: Wooden
quippers. I2: Main Entrance A large, hastily made wooden gate blocks access to the camp. The area is guarded by three imposing figures with twisted draconic features.
The campâs only gate is watched by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
. 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.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreetiâs fabled vaults and lived to tell the tale. By
: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Actions
Multiattack. The efreeti makes two scimitar
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
(minimum of 0). Call Undead. While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces
-lost hero must first be restored to lifeâno easy task, given the fact that Orcus has imprisoned the heroâs soul and keeps it hidden and well guarded. Bathing the wand in positive energy (such as that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Seeking the Ritual Site In the course of locating the ritual site (see âFranchise Downtimeâ in episode 5), the characters might travel to any number of locations, either to confirm that those
locations are not the ritual site or to gain additional information or magic useful in the search for the real site. If you want to set up a prolonged search for the site, any of the following iconic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
locations where lycanthropy and necromancy are prevalent. Brian Valeza To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic
victims more susceptible to the mind-bending phantoms the deathwolf can conjure. DEATHWOLVES IN DRAGONLANCE
On the world of Krynn, deathwolves are associated with Lunitari, Krynnâs red moon and the god of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Treasure Locations The cards of the common deck determine the locations of the Tome of Strahd (card 1), the Holy Symbol of Ravenkind (card 2), and the Sunsword (card 3). Swords (Spades) 1 of Swords
mountains. Climb the white tower guarded by golden knights.
The treasure lies on the rooftop of the Tsolenka Pass guard tower (chapter 9, area T6). 4 of SwordsâMercenary The thing you seek lies with the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Feeder Trenches Locations Grells throughout the Far Realm come to the Feeder Trenches for the strange and delicious (to them) fluid prepared by a grell named Feedkeeper Naruv. Naruvâs newest offering
flayer fanatics traded some of their most degenerate mind flayers to Naruv in exchange for a well-guarded place to scribe their bolstering rune. The characters can access the Feeder Trenches from area X4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Locations in the Styes The most notable buildings in the Styes are described here. A few of these locations are detailed later, but most are left for you to develop as you see fit. 1. Harbor Master
manors in the High Quarter, this building is home to Rashlen (NE male elf assassin), one of the Styesâ councillors. The manse is said to be guarded by golems and similarly horrible creatures. 9
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
caves. The cauldron is guarded by an evil hag named Maud Chiselbone and can conjure enough stew to feed a starving town indefinitely (see âToil and Troubleâ below). The White Lady doesnât remember






