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Returning 35 results for 'manner spaces with only above for for lock'.
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Zuggtmoy
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Monsters
Out of the Abyss
humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants
(see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.
Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a mockery of mortal life and its many
and make one weapon attack.
Summon Fungi. Zuggtmoy causes four gas spore;gas spores or violet fungus;violet fungi (both appear in the Monster Manual) to appear in unoccupied spaces that she chooses
Spells
Xanathar's Guide to Everything
;dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to
’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
force open. Light. During the day, the castle’s windows and arrow slits provide bright light for all interior spaces. At night, interior spaces are brightly lit with small oil lamps. Locks. A lock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: Interior spaces are unlit. (The drow and the gnomes rely on darkvision to see.) All furnishings and
into the floors. Doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A door’s lock can be picked by a character who makes a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Four demons of challenge rating 1/2 or lower 5–6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see
within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check to force open. Light. During the day, the windows provide bright light for most interior spaces. At night, no lights are lit. The mines are unlit as well. Locks. A lock requires thieves
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll
they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character can take an action to try to pick a lock using thieves’ tools, doing so with a successful DC 18 Dexterity check. Elevator A 5-foot-wide cage elevator fitted with stained-glass windows connects the
suppressed during daylight hours. Interior Lighting Natural light illuminates most of the conservatory’s interior spaces. Students and servants who lack darkvision use candles, lamps, or lit
compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Spaces. If the characters fight the wardens downstairs, the two [Tooltip Not Found] lurking upstairs hear the fray. The devils head downstairs and join the fight on Initiative count 0 of the second round
(losing Initiative ties). If the characters and Astarion make it upstairs without alerting the wardens, Astarion suggests picking the lock to one of the inn rooms (area R9c) to lie low inside. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open with a successful DC 10 Strength check, or DC 15 if the door is barred or reinforced in some other manner. Increase the DC by 5 if the door is made of stone, or by 10 if it is made of iron
. Decrease the DC by 5 if the door is made of glass or amber, or if the door is weakened in some manner (such as by rot or corrosion).
Secret Doors. If there are obvious clues to a secret door’s presence
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Each door and rooftop hatch is made of reinforced iron held shut by an arcane lock spell. Prison personnel can open these doors and hatches normally. A locked door or hatch is too strong to be
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Remallia Haventree
Medium humanoid (elf
spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of individual rooms, each with its own sarcophagus, or a long hall with recesses on either side to hold coffins or bodies. Crypt builders who are worried about undead rising from the grave lock and
and exit difficult, just to be safe. Guard Posts Sapient, social denizens of the dungeon generally guard the entrances to their shared spaces. A guard post may just be a room with a table where bored
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to cross. The cover can also be magically held shut using the arcane lock spell or similar magic. Locking Pit. This pit trap is identical to a hidden pit trap, with one key exception: the trap door
. Poison Needle Mechanical trap A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants’, is a soulless mockery of mortal
; she can’t use the same effect two rounds in a row. Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual) to appear in unoccupied spaces that she chooses within the lair. They
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Amath carries the key to the shackles. The shackles can be broken by a creature that uses an action to make a successful DC 20 Strength (Athletics) check. Picking the shackles’ lock requires thieves
Trades Ward. He publishes The Targe, a broadsheet that offers up vitriolic rants on all manner of local topics, including politics. Amath has the Stone of Golorr in her pocket. She is expecting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to it by its creator and communicates with nearby banderhobbs in a psychic manner. Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it
when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
similar object can be wedged between the pit’s lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock or similar
) Trigger: A creature opens the trap’s lock improperly or fails to disarm the trap
Duration: Instantaneous
A poisoned needle is hidden in a lock. When a creature opens the lock with any object other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Spike or a similar object can be wedged between the pit’s lid and the surrounding floor to prevent the lid from opening, thereby making it safe to cross. The cover can also be held shut using Arcane Lock
avoid a fusillade of poisoned darts! Poisoned Needle Nuisance Trap (Levels 1–4) Trigger: A creature opens the trap’s lock improperly or fails to disarm the trap
Duration: Instantaneous
A poisoned
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
gateway to one of four connected extradimensional spaces throughout the manor. See “Finding Quill” later in the adventure for more information. M2. Kitchen This kitchen is bright and clean, with two
intruders. Damien has a ring of keys hooked onto his apron. These keys can lock and unlock all the doors in the manor. M3. Dining Room This room is dimly lit by a golden candelabra resting atop a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
check. Chapter 8, "Running the Game," provides guidelines for setting the DC. Locked Doors. Characters who don’t have the key to a locked door can pick the lock with a successful Dexterity check (doing
lock to pick, and the door can be opened normally from the barred side by using an action to lift the bar from its braces. Secret Doors A secret door is crafted to blend into the wall that surrounds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dresser, and a claw-footed iron chest with an arcane lock spell cast on it (keyed to the student assigned to the room). A creature can force open the magically locked chest with a successful DC 25
spells Spite has prepared, plus the following spells: arcane lock, Bigby’s hand, disintegrate, forcecage, gaseous form, glyph of warding, Leomund’s secret chest, maze, Melf’s acid arrow, Mordenkainen’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
branches. Inside these natural walls, patches of thick forest alternate with open spaces where the Setessans build their homes and civic buildings amid the trees. Out of deference to Nylea, the residents of
. The temple, built of glittering limestone, nestles amid the massive trunks. Strong magical wards protect the temple, since Karametra herself sits here when she visits her beloved polis. All manner of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
recaptured both times; that’s why Granny Nightshade now chains her to the worktable. As an action, a character using thieves’ tools can pick the lock on Mishka’s ankle cuff with a successful DC 15
produced by a fire elemental that is bound inside the clay enclosure. Its coal-black eyes are visible inside the flames to anyone who peers inside the oven. While it is trapped in this manner, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonthreatening manner, the guards are cautious but willing to summon their leaders to speak on their behalf. If greeted with hostility, the drow elite warrior sounds the alarm with a single whistle, bringing
lock on the chest can be picked with a successful DC 15 Dexterity check using thieves’ tools, or opened with a knock spell or similar magic. Melith’s shrine contains a 1-pound obsidian figurine of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
at such times are honest prospectors seeking to make their fortunes, the sudden opportunity for wealth does attract less scrupulous sorts, including all manner of thieves, swindlers, and claims-jumpers
depth. These spaces are where the industrious folk of Hardbuckler engage in their livelihoods. Some of the cellar spaces are shops or workspaces for artisans who sleep in the house above. Other of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Levels 5-6 32. Study Sansuri researches new spells and hones her wizardly craft here. Furnishings include a table and a 25-foot-tall wooden cabinet with an arcane lock spell cast on its
manner, which means the characters must persuade Sansuri to summon it for them if they want to obtain its contents (see “Development”). Treasure The gold tracery that adorns Sansuri’s bed, if it is all
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and unconscious while bound in this manner. Four chains bind him. The chains are secured to the hull and must be broken to release the giant from his stasis or free him from the ship’s hold. Striking
a desk drawer. Tholtz has the key in his possession, but the lock on the drawer is easily broken and can be just as easily picked using thieves’ tools (no ability check required). The spellbook
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
a DC 12 Wisdom (Perception) check notices the perch and door to area W4c, 30 feet above. W2: Library All manner of tomes, scrolls, tablets, and folios cram the towering shelves of this airy library
the floor above, and six simple doors ring the room. To the west are several cabinets and cooking spaces that have been pillaged, with pots and foodstuffs scattered across the floor. Two tieflings in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manner of Underdark denizens, this maze forms part of Menzoberranzan’s defenses as well as its underworld — a dangerous place for dark dealings and clandestine meetings. The Dark Dominion is a great
city in the wake of Demogorgon’s rampage. For the duration of this adventure, creatures can’t teleport into or out of Menzoberranzan. In addition, creatures, objects, and spaces within the city can’t be
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
head upstairs (see “Upstairs Bedrooms” below). Entering area 4 reveals a most macabre version of the inn’s kitchen. The transformed kitchen’s shelves contain all manner of ingredients suitable for a
has a simple lock requiring a successful DC 10 Dexterity check using thieves’ tools to open, and contains packets and jars of spices. Among these is a small packet containing dust of sneezing and






