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                        Returning 8 results for 'lifted sphere'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     west and east walls. When that happens, all creatures in the hallway or the adjacent rooms must roll initiative. On initiative count 15, a 40-foot-diameter sphere of solid granite phases out of the
                                                
                                            
                                                
                                                     north wall at area 8C and rolls southward down the corridor. It rolls 200 feet on each of its turns until it reaches the end of the hall. The sphere can move through creaturesâ spaces, and creatures can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    13. Chamber of Three Chests When the party enters the illusory crawlway hidden by the red sphere, they will come to an apparent dead end, but a successful DC 10 Wisdom (Perception) check reveals the
                                                
                                            
                                                
                                                    ) check while examining the box and the chest notices the box is set into the chest bottom. When this box is lifted from the supposed bottom of the chest, eight darts will fire upward, and the one or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     sphere centered on it. The fire spreads around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) fire damage on a failed saving throw, or half as much damage on
                                                
                                            
                                                
                                                     Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld. These undead hands spring out and attack when the lid is lifted or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     with a rusty built-in lock. Just beyond the chest, the tunnel opens up to a huge, dark chamber.
 The chest (area 54A) is the trigger for a trap. When the chest or its lid is lifted, a heavy stone ball
                                                
                                            
                                                
                                                     sphere of solid granite balances within a secret compartment at the top of the stairs. Finding the compartment requires that a character search the tunnel ceiling and succeed on a DC 15 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     done with a successful DC 20 Strength (Athletics) check, but the act causes a glass sphere on the other side of the doors to break. This sphere is attached to the doors just above the lock, and opening
                                                
                                            
                                                
                                                     the lock pushes the sphere aside, putting it out of harmâs way. Someone who examines the door closely with a light source notices the glint of glass in the seam between the doors with a successful DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    14. Chapel of Evil After passing through the illusory black sphere the party will have crawled along the small tunnel until reaching the end, only to find it is solid stone. It requires a successful
                                                
                                            
                                                
                                                     other rows. Gas Trap. The hinges on the front pews are larger and stronger because they include rods that are connected to valves inside the pew. If the seat on either of the front pews is lifted up, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Though the trapâs trigger is magical, the floor must be lifted and set into place again for the trap to be reset. Before the trap is reset, a character can climb back up into this area from area B11
                                                
                                            
                                                
                                                     within the larger space of area B7. Its door is unlocked. A glowing crystal sphere illuminates this chamber, which has a wooden floor and contains a couch and a tall bookcase.
 Treasure. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    .â
 This is a clue for opening the door in area T4. T3: Tomb Entrance This hallway has been partially excavated. Lifted stone lids reveal a ten-foot-deep pit filled with spikes in the center of the
                                                
                                            
                                                
                                                     necromancy magic. Necklace Trap. The first time a creature touches the necklace, it releases a burst of deathly energy in a 5-foot-radius sphere. Each creature in that area must make a DC 22
                                                
                                            
                                        






