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Returning 35 results for 'guise cover locations'.
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guide core locations
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
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
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
The Wild Beyond the Witchlight
Yagaâs adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilvâs good graces
restrained, it has total cover against attacks and other effects outside Bavlorna, and it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Swallow","rollDamageType":"acid"} acid damage at
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
abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandonedâand ideally forgottenâby other creatures. They are most
Monsters
Fizban's Treasury of Dragons
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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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
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->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->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->Waterdeep: Dragon Heist
Cassalanterâs doppelganger valet, in the guise of an elderly tiefling named Willifort Crowelle, sits in the passenger cab, which grants half cover. Standing next to the hire-coach is a bearded devil disguised
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->Keys from the Golden Vault
level include the following: Using a prisonerâs real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
covered by a distraction. For example, a glib conversation canât cover up an explosion. Effects of Suspicion As the suspicion level increases, patrols become more frequent, and the prison staff become
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
Aminta and attack anyone who tries to enter the tunnel without an escort. If the characters come here in the guise of workers, five of the guards lead them to area X1 at the start of the next shift change
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
level include the following: Using a prisonerâs real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
covered by a distraction. For example, a glib conversation canât cover up an explosion. Effects of Suspicion As the suspicion level increases, patrols become more frequent, and the prison staff become
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Faceless Lord. Just let yourselves be eaten and disgorged!â
The Pudding King (see appendix C) prefers to cast spells while using the throne for cover. As a bonus action on his turn, he commands a
one or more of the characters close to within reach of the Pudding King, he laughs madly as he tears away his humanoid guise and transforms into an ooze. When he reaches 0 hit points, he shrieks as he
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->D&D Beyond Basic Rules
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->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
itâs not rising in a straight line. Cloud cover might even make it look as though it were broken into multiple pieces. After an hour, the Spire returns to normal. 2 A kolyarut (see Morteâs Planar Parade
locations. 4 The characters witness an illusory, miles-long procession of thousands of modrons. Any character who draws close to the illusions can see that the modrons look terrified of their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tools, while the crafting a magic item activity can cover the construction of the portalometer. The details of the portalometer are left to the imaginations of the players (including coming up with a
to show brief glimpses of possible locations, or any other device channeling suitable magic. If you really want to dig deep, you could experiment with the idea that the orreryâs power gives it a kind
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
charactersâ help, looking to hire them to undertake expeditions to retrieve the missing components. Once the characters are involved, they are provided the resources to travel to two legendary locations of
the thessalhydra and many other grotesque monsters, including the owlbear. The characters must navigate the perils of both locations, manipulate time, and manage untrustworthy agents to return with as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall, frantically scratching at the stone.
Scrawls. Scrawled exhortations in Deep Speech and Undercommon cover the walls, floor, and ceiling.
The nothic used to be an apprentice mage named Rhamagant
deeper into Shadowdusk Hold one goes, the closer one gets to the Far Realm. Thereâs a secret room on each tier. The nothic knows the locations of all the secret doors leading to the secret rooms in
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
their own locations or leave those locations to assist colleagues and expel the invaders. Take a copy of the adventure map, and pencil in the locations of all its inhabitants to give yourself a sense
creature with a ranged attack that selects this option seeks cover in its location. Hide/Flee. If possible, the creature hides in its current location, hoping to avoid any adventurers that enter. If
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->Heroes of the Borderlands
Minotaur Lair Locations The following locations are keyed to map I. Marc Moureau Map I: Minotaur Lair (DMâs Version) View Without Tokens View Player Version I1: Entrance Bones litter the furrowed
this labyrinthine cave. A jumble of overlapping hoofprints cover the blood-speckled dirt floor, and scratches mar the walls.
A Hostile Minotaur of Baphomet prowls amid the columns, stamping its
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Hobgoblin Lair Locations The following locations are keyed to map F. Marc Moureau Map F: Hobgoblin Lair (DMâs Version) View Without Tokens View Player Version F1: Entrance An armored goblinoid
damage.
Provides Half Cover. A creature behind the barricade has Half Cover.
Breaking the Barricade. The barricade has AC 15, HP 4, and Immunity to Poison and Psychic damage. If reduced to 0 Hit






