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                        Returning 35 results for 'guarded cover locations'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to
                                                
                                            
                                                
                                                     area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
                                                
                                            
                                                
                                                     psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ":"recharge", "rollAction":"Tendrils of Slumber"}. The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it
                                                
                                            
                                                
                                                     guarded by nightmare haunts.
PsychicShadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    . While Murgaxor isnât blinded, he can see any creature that isnât an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
                                                
                                            
                                                
                                                    , Murgaxor was reportedly sighted around the outskirts of campus, specifically in Sedgemoor and the Detention Bog. Authorities believed something about those locations enhanced his magic, but he was never
                                                
                                            
                                        
                                                     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
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
                                                
                                            
                                                
                                                     sheâs on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
                                                
                                            
                                        
                                                     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.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragonâs lair is changed by its presence, creating the following effects
                                                
                                            
                                                
                                                     that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragonâs lair grow faster and cover a
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    , forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragonâs lair is changed by its presence, creating the following effects
                                                
                                            
                                                
                                                     finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the dragonâs lair grow faster and cover
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
                                                
                                            
                                                
                                                     fungi within 1 mile of the dragonâs lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    -encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragonâs lair is changed by its
                                                
                                            
                                                
                                                     dragonâs lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
                                                
                                            
                                                
                                                     Dessarin Valley, were ever a secretive and guarded people, only spotted during their flights over the High Forest. A cruel and rapacious green dragon nearly wiped out the population and scattered the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a given day. If the players choose to have their characters split up, they can cover more
                                                
                                            
                                                
                                                     ground, but youâll have to take turns running each interaction for each player. Splitting the party also makes the âRedbrand Ruffiansâ encounter potentially more dangerous. The following sections detail specific locations in town.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Town Description Phandalin is small, so the characters can visit multiple locations and NPCs throughout a day. If the players choose to split up their characters, they can cover more ground, but
                                                
                                            
                                                
                                                     splitting the party makes the âRedbrand Ruffiansâ encounter potentially more dangerous. The following sections detail specific locations in town, as shown on map 2.1. Mike Schley  Map 2.1: Phandalin View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source. Rubble. Areas of crumbling rock and gravel are difficult terrain (see âDifficult Terrainâ in the
                                                
                                            
                                                
                                                     in nearby chambers. Stalagmites. These upthrust spires of rock can provide cover (see âCoverâ in the Basic Rules). Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     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->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     human sculptors here (use the cultist stat block) work feverishly to cover for the absence of the colleagues who left for the Tomb of Horrors. If the characters talk to them, the sculptors assume they
                                                
                                            
                                                
                                                     know about the eidolon in area 25, and that this area of the temple is guarded by a two-headed giant called âthe Demogorgonâ (in area 35). Treasure In addition to ten rubies (worth 50 gp each) being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
                                                
                                            
                                                
                                                     higher recognizes the trapped section of floor as the cover of a pit. A character can also search the floor for traps, detecting the pit with a successful DC 17 Wisdom (Perception) check. Once a pit is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     villains the heroes must overcome and the locations they must explore to bring the adventure to its conclusion. This book also presents the continent of Ansalon on the planet of Krynn, home of the
                                                
                                            
                                                
                                                     Dragonlance campaign setting. The introduction and chapter 1 cover broad details of the world but focus on the lands surrounding the city of Kalaman in the nation of Solamniaâthe setting of the adventure
                                                
                                            
                                        
                                                     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->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     the first time. Prior to the start of the siege, determine where the characters will be positioned among the cityâs fortifications or on the streets. The specifics of these locations donât matterâno
                                                
                                            
                                                
                                                     towers grant access to the 30-foot-high walls. Parapets guard both, providing defenders with three-quarters cover from those outside the walls. Fortifications around the gates hold controls for massive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     stated otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source, such as a torch, a lantern, or a light spell. Stalagmites These upthrust spires of rock
                                                
                                            
                                                
                                                     can provide cover. Sound The sound of water in the cave muffles noises to any creatures that arenât listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to hear activity in nearby
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see âWatchtower Locationsâ for how
                                                
                                            
                                                
                                                     ground is free of cover in a 60-foot radius around the tower. Wall Chains. Barbed iron chains hang at 10-foot intervals down the exterior walls. These chains are part of the towerâs defense, as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
                                                
                                            
                                                
                                                     program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        






