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Returning 30 results for 'more shadow with only arise for for locked'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow
covers every surface, muffling sound.
A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on
Monsters
Mythic Odysseys of Theros
(Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Herd the Underworld"} shadow;shadows (without
Sunlight Weakness; see the Monster Manual) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they’re
Monsters
Mordenkainen Presents: Monsters of the Multiverse
psychic energy can take a nonphysical form upon regenerating. The troll’s psyche survives, but the body is as insubstantial as shadow. The troll might be unaware of the transition—the
scraps of flesh can display bizarre features. Radically transformed trolls like the rot troll;rot trolls, spirit trolls, and venom troll;venom trolls that follow are especially likely to arise when
Monsters
Dragonlance: Shadow of the Dragon Queen
dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former
Monsters
Curse of Strahd
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
apparition has the statistics of a specter.
Strahd targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Strahd and within 30 feet of him. If the
Monsters
Dragonlance: Shadow of the Dragon Queen
magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow
Backgrounds
Curse of Strahd: Character Options
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
words and images are burned into your psyche.
9
A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it bottled up.
10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at
Starkly colored hair 4 An unusual hue tinting your shadow 5 A ghostly halo crowning your head 6 Rainbows gleaming on your skin
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, they move undetected until the moment they attack. And then they are the last thing their victims see. A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the
drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic. VARIANT: SHADOW DEMON SUMMONING
Some drow
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings
basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dungeon Master’s Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her — but not before a pair of shadow
the trap door on the roof is “mimsy.” The command word to transform the tower into a one-inch metal cube is “brillig,” but speaking it has no effect since the shadow demons are still inside. To return
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
20. Children’s Room The door to this room is locked from the outside (see area 16 for details). This room contains a bricked-up window flanked by two dusty, wood-framed beds sized for children
neglected by their parents and locked in this room until they starved to death. Their small skeletons lie in the middle of the floor, plain as day, wearing tattered clothing that the characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
story of how Kubazan disobeyed Papazotl and was cursed (see “Legend of the Nine Gods”). The doors are not locked but hang heavy on their hinges. Each door weighs 600 pounds, so one or more characters must
Leaves with night
Hides in darkness
Does not bite
Always joined to its caster
Never strays from its master
The answer to the riddle (“a shadow”) is a clue to finding the secret chamber
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
floors as if they weren’t there. Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a
Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
knight locked in combat with a devil. Both wield burning swords.
The doors do not have visible handles, locks, or bolts, and they are magically locked, hardened, and enchanted to resist magic. Any
racks on the walls.
If a character says respectful words over the urns or disturb them in any way, three ghosts of Zariel’s knights arise from their remains. The ghosts solemnly reveal the following
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
unoccupied. The doors to fore and aft are not locked (but see area 3), and the ship’s wheel turns easily and freely. A character who makes a successful DC 10 Intelligence check determines that the wheel
covered with charts and maps. A giant spider and an ettercap lurk near the ceiling above the table, completely hidden in webbing and shadow. They attack the first creature to examine the charts and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the unhallowed brink of the Abyss. Rotting shacks, crumbling stone edifices, and derelict streets lie in the shadow of a silvery keep atop a gray hill. An imposing fortress of demonic construction
, not even the dead.”
–Alorio Nightriddle. archlector’s adviser
Gate Plague-Mort’s gate is the Pit, an inky sinkhole that churns within a locked chamber in the archlector’s keep. A mangled steel
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
who search this tomb find treasure (see “Treasure” below) and the following clues: Golden Locket. A heart-shaped golden locket sits on one of the bookshelves. The locket is locked but can be either
eye socket bears a wide eyeball with a jeweled iris, while the other is an empty divot.
The double door is locked and has no keyholes. To open the door from the north side, a desiccated eyeball
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
like the wind and the night!” Trapped Doors. The doors are locked (DC 15 Dexterity check to pick with thieves’ tools) and trapped. Opening the lock disables the trap. Forcing the doors open can be
. At the foot of the slab is a row of eleven of these symbols, all different in form. The carved block is the resting place of Tloques-Popolocas, a servant of the shadow-loving Zotzilaha. The glyphs on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
large, six-wheeled freight wagons. Dory rents space in the warehouse to merchants and alchemists, many of whom use it as a staging area for shipments. After dark, the warehouse is locked tight and
Walkway A walkway surrounds the highest level of the warehouse, which is now used only as an approach to area D5. The door to area D5 is made of iron and is kept locked. Dory and all his guards carry a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise 1d4 + 5 gibbering mouthers that attack anyone in sight. 46–54 Unintelligible murmurings threaten to
. 26–30 One random creature’s shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow. 31–35 After the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
else knows about it, and what they think of the plan’s chance to succeed. If the characters are captured and locked up in the castle, Jos finds an opportunity to ask all the same questions, again
bullywugs consider him a constant threat and tremble whenever his shadow passes near. The yuan-ti grant him grudging respect and covet his immense wealth. The lizardfolk honor him and wonder why he allows
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Wisdom (Survival) check ascertains that no other creatures have entered this side passage in a long time. If examined with a detect magic spell, the area displays an aura of necromancy. Stunning Shadow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
collection. She also gives keys as gifts to those who need them.
Jingle Jangle seeks a quiet life far away from locked doors and the intrigues of the fey courts. She moved to Telemy Hill to enjoy the
goblin who likes keys or an awakened hill with talking trees.”
Bond. “Jingle Jangle keeps her keys shiny and clean.”
Flaw. “Jingle Jangle is frightened by locked doors!”
Mister Light
CHAPTER
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
collection. She also gives keys as gifts to those who need them.
Jingle Jangle seeks a quiet life far away from locked doors and the intrigues of the fey courts. She moved to Telemy Hill to enjoy the hill’s
goblin who likes keys or an awakened hill with talking trees.”
Bond. “Jingle Jangle keeps her keys shiny and clean.”
Flaw. “Jingle Jangle is frightened by locked doors!”
Mister Light
CHAPTER 1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, the creatures that guard the shrine are already immune to the effect. Doors. All the doors in this sector are locked. Random Encounters. No random encounters occur in the Temples of Extraction. Black
magic of Szass Tam turns different facets of chaos to absolute evil in these great halls. 103. Temple of Fortune A pattern of shadow swirls around a shrine of binding and plays out across the white
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the star-map room (area D21). If the characters retrieve the map for her, Zala tells characters about the locked secret door in the wine cellar (area D23) along with the password (“farrl’v hrak
, which functions as a potion of poison but has an additional property. When the poison effect ends, the imbiber sprouts a tentacle made of inky shadow. This shadowy tentacle lasts for 1 hour. As a bonus
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Neverdeath Graveyard cluster near the wall separating the Main Graveyard from the Pauper’s Graveyard to the west. Hallix Mausoleum is a squat, unassuming granite block in the shadow of larger monuments to
rooms. Neighbor. A fish-headed creature named Shanzezim lives in area C10. Prisoner. The cultists locked a small creature in an adjacent room (area C11). Treasure. A silver bracelet set with seven
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
always a few inmates rotting in these cells, ranging from petty criminals to political prisoners locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldur’s Gate might wind
quickly collapsed. Since then, the Keep has been a shadow of its intended glory, struggling to keep the worst of Baldur’s Gate from the waterway. Today, the facility still operates, but mostly as a






