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                        Returning 31 results for 'guide conceal locking'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ", "rollDamageType":"acid"} acid damage.An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the
                                                
                                            
                                                
                                                     becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists
                                                
                                            
                                                
                                                     communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
                                                
                                            
                                        
                                                    Aasimar
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
                                                
                                            
                                                
                                                     the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
                                                
                                            
                                                
                                                     and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     amid thick webs that fill the top 10 feet beneath the 30-foot-high ceiling.
 Hidden Arch. The southern half of the cave is filled with thick, sticky webs. (These webs conceal an arch embedded in a
                                                
                                            
                                                
                                                     through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere.  Open Passageway. One
                                                
                                            
                                                
                                                     words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
                                                
                                            
                                                
                                                     historian Kharafek has excavated a canyon riddled with sealed tombs. She’s paying laborers well but is also using them to bear the brunt of the curses the crypts conceal. 
   3  The hermits settled in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
                                                
                                            
                                                
                                                     “Planar Portals” in the Dungeon Master’s Guide). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the
                                                
                                            
                                                
                                                     to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide). Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     is considered a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). This madness befell Zilch long before the demon lords arrived, and has only gotten worse since
                                                
                                            
                                                
                                                     against a stone column at the edge of the fungi grove is a cowardly deep gnome named Flink. He suffers from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    !”
 Gargenhale has used his Ship Invisibility action to conceal the Second Wind, although the effect is not readily apparent to anyone aboard the vessel. To pursue the fleeing mutineers, the Second Wind must
                                                
                                            
                                                
                                                     fire, which is described in the next section. Boarding the Last Breath The following locations are depicted on the space galleon deck plans in the Astral Adventurer’s Guide. Locations that are not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     figure out what it does (see “Identifying a Magic Item” in the Dungeon Master’s Guide), give that item’s description to the players. Statistics Creature stat blocks should be kept hidden from the players
                                                
                                            
                                                
                                                     whether the characters possess such knowledge, have them make an Intelligence check (see the Dungeon Master’s Guide for more guidance about ability checks), and share the information if one or more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     the Dungeon Hazards table to determine what the characters encounter. See “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for more information on each hazard. Dungeon Hazards  d6 Hazard
                                                
                                            
                                                
                                                     with the party, Topsy and Turvy do their best to conceal and resist their lycanthropic curse if the adventurers have not already learned of it. In the time since they were imprisoned in Velkynvelve
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn invisible when they travel, and they might use magic to conceal their lair. 8 Wild. The archfey has the
                                                
                                            
                                                
                                                     the Magical Gifts table.  Magical Gifts   d8 Gift   1 Charm. The archfey bestows a charm of the DM’s choice (see “Supernatural Gifts” in the Dungeon Master’s Guide). 2 Guide. The archfey summons a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    ”). If the characters attempt to conceal their aerial approach, either by hiding among the neighboring clouds or traveling under the cloak of night, they can reach the castle undetected without having to
                                                
                                            
                                                
                                                    , narrowing to 2 feet wide on the outside of the wall. Wooden ballistae (see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide) are positioned behind several of the arrow slits
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     escape, but it serves its purpose by impeding intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a
                                                
                                            
                                                
                                                     is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , is in fact a barbed devil. The devil’s miter is a hat of disguise that it uses to conceal its true form. Klondorn is a fiendish emissary sent by Asmodeus to help Xardorok conquer Icewind Dale
                                                
                                            
                                                
                                                     the locking mechanism in this way causes the portcullises in area X37 to fall, sealing off that room’s eight alcoves. Stone Lever. Pulling down the lever in the south alcove deactivates the trap in area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     bargaining session of your lives.” The goblin walks haughtily toward the stairs. “I am Splugoth the Returned. Surely you know who I am?”
 Splugoth can’t conceal being pleased if the characters know that he
                                                
                                            
                                                
                                                     perspective. The goblin approaches the characters and takes a seat at a table where he can see them. Use the following possible dialogue to guide the conversation: 
 SPLUGOTH THE RETURNED
 “I was a young
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                      Earth, death  Death, Grave,* Knowledge  Silhouette of a dog’s head 
   Yondalla  LG  Primary goddess of halflings  Life  Cornucopia 
   *Appears in Xanathar’s Guide to Everything
 Yondalla The
                                                
                                            
                                                
                                                    , plant, and harvest. She knew that the bounty of a halfling village would be tempting plunder for any brigand or monster, so she used her powers to conceal their homes from easy discovery, blending them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     emit dim light in a 10-foot radius 
   4  Awakened walrus (see appendix C) 
   Frost Giant Riding a Mammoth Frost Giant Riding a Mammoth Even a raging blizzard can’t conceal the presence of a frost
                                                
                                            
                                                
                                                     render assistance with no strings attached, serving as a wilderness guide until it feels like the characters can get by on their own. If the characters insist on repaying its kindness, the werebear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     establishment as a front to conceal his dark dealings without the duke’s knowledge. Jabaz knows the location of the secret door in area D4 but won’t volunteer that information, fearing Mortlock’s
                                                
                                            
                                                
                                                     (see chapter 5 of the Dungeon Master’s Guide) clings to the back of the tapestry and releases its deadly spores if the tapestry is disturbed. D9. The Dead Three Doors This chamber is empty but not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     victim or victims fall into the pit, its doors snap shut. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide the rules on locking pits and spiked pits.) The
                                                
                                            
                                                
                                                     in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     jagged rocks amid a sea of gravel. Anauroch’s most southerly part is the Sword — a hot, sandy desert. Use the Desert Monsters table in appendix B of the Dungeon Master’s Guide to inspire encounter ideas
                                                
                                            
                                                
                                                     to their lairs to rest. If the characters take no steps to conceal themselves and enter the city while the dragons are in the sky, the dragons spot the party and attack. The ships that the dragons have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . There is a 50 percent chance that they’re heading home with 2d6 animal pelts worth 5 gp each. They know the wilderness well and can direct or guide characters to the nearest settlement. If the
                                                
                                            
                                                
                                                    . Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     steps to conceal themselves, the residents pick up their weapons and attack. Twenty-five sahuagin, five sahuagin coral smashers, and three sahuagin champions (see appendix C) occupy this large common
                                                
                                            
                                                
                                                     Master’s Guide).
 36. High Priestess’s Quarters The floor and walls of this room are tiled in gray, the ceiling in white. In the center of the room stands a white stone table, the top surface covered in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world. Elder Evil Blessings
                                                
                                            
                                                
                                                     ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     following blessing. This blessing adheres to the rules for blessings presented in the Dungeon Master’s Guide: Blessing of the Solipsistic Mind. You access esoteric truths from an ancient tome by focusing
                                                
                                            
                                                
                                                    , mumbling about how Ilvaash would’ve told it if guests were expected. B15: Mental Tension Tattered canvas hangs from the ceiling to conceal a central area twenty feet across. A high-pitched whine, as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     too big to be picked using thieves’ tools. A Small character can squeeze inside the locking mechanism and pick the lock with a successful DC 16 Dexterity check. Lifting the heavy lid requires a
                                                
                                            
                                                
                                                     coinage. Lying among the chests are 1d4 + 1 magic items. Roll on Magic Item Table H in chapter 7 of the Dungeon Master’s Guide for the first two items and on Table F for any other items. The first
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     are summoned to the temple (see chapter 4). The Sacred Stone monks provide a guide to show them the way. If the party is antagonistic or doesn’t seem to be of potential value to the cult, Qarbo
                                                
                                            
                                                
                                                     red wax.
 The Sacred Stone monks have little use for brandy, but Hellenrae recognizes that innocuous activities like producing liquor for visitors might help to conceal the true nature of the Black
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
 The door is unlocked. Simply opening the door, without making any other
                                                
                                            
                                                
                                                     native language of the lizardfolk. You decide the time required to acquire this new language. (The downtime rules in Xanathar’s Guide to Everything provide some guidelines.) The Nature of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     area 25, which is the “back way” into goblin territory. Yusdrayl and her followers know nothing useful about the goblin lair. If the characters take Meepo with them, he can serve as their guide to
                                                
                                            
                                                
                                                     might try to knock the characters unconscious and imprison them in area 34, locking victims into manacles. They take captured equipment to the goblin chief in area 41. The bandits are likely to try to
                                                
                                            
                                        





