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Returning 35 results for 'more shunted with only anchored from for light'.
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Monsters
Strixhaven: A Curriculum of Chaos
damage and is shunted to the nearest unoccupied space.
Flash of Inspiration (Costs 3 Actions). Shadrix magically summons 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Flash of Inspiration
mastered the magic of light and shadow, and he focused that magic through communication. Shadrix’s words thrummed with power, inspiring his allies and demoralizing his enemies.
He established
Monsters
Princes of the Apocalypse
shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos&rsquo
light, Marlos is, due to his curse, affected by his own gaze.Multiattack. Marlos makes three melee attacks, one with his snake hair and two with Ironfang.
Snake Hair. Melee Weapon Attack: +6
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
description. Instead, they dive into the water and watch the fight from the edge of the characters’ light. If the giant frogs look likely to win, the bullywugs join in. If the giant frogs lose, the
bullywugs swim for the underwater exit in the southeast corner of the pool (see area 6). Bones of larger animals brought here by the bullywugs and fed to the frogs also litter the ground. Most disturbing of all are three sets of iron shackles anchored to the stone, with human, elf, dwarf, and halfling bones.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
description. Instead, they dive into the water and watch the fight from the edge of the characters’ light. If the giant frogs look likely to win, the bullywugs join in. If the giant frogs lose, the
bullywugs swim for the underwater exit in the southeast corner of the pool (see area 6). Bones of larger animals brought here by the bullywugs and fed to the frogs also litter the ground. Most disturbing of all are three sets of iron shackles anchored to the stone, with human, elf, dwarf, and halfling bones.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sky, anchored in ends so distant she couldn’t perceive them, their middle parts revolving angrily like pieces of string rolled between a child’s fingertips. She glanced down, wondering what supported
great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
create an anchored rope ladder that allows them to easily traverse an access shaft. Assuming they follow this course of action, no ability checks are required to climb the shaft. It simply takes time
technical manual, he’s scribbling mathematical and arcane equations in a battered pocket notebook he always keeps on him. Miken has light-olive skin, dark-brown eyes, and short, disheveled black hair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Old Books Light. Lanterns anchored to the 15-foot-high ceiling by iron chains are spaced 20 feet apart and have continual flame spells cast on them.
Bookshelves. Carved into the walls are five
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hundred feet of it, whereupon its tall masts and creaking bulk come into view. The converted ship has rigging but no sails, and is anchored to the wharf by thick chains. A wooden staircase climbs from
the wharf’s edge to the main deck. A lantern at the bow casts an eerie green light to signify that the tavern is open for business.
The Low Lantern is quiet during the day, with just a few patrons
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters seek out and destroy Dead Three cultists who are threatening Baldur’s Gate. As the machinations of the Vanthampur family come to light, the characters have a chance to confront Thavius Kreeg, the
After befriending a hollyphant named Lulu, the characters help survivors in Elturel, a city anchored by chains above the River Styx on the first layer of the Nine Hells, and search for Grand Duke
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Shadrix Silverquill Centuries ago, the dragon Shadrix Silverquill mastered the magic of light and shadow, and he focused that magic through communication. Shadrix’s words thrummed with power
become blinded until the end of its next turn. If Shadrix ends this move inside an object, he takes 5 (1d10) force damage and is shunted to the nearest unoccupied space.
Flash of Inspiration (Costs 3
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
alien landscape of the Vast Oblivium.
Light. The tunnels and chambers of the Vast Oblivium are dimly lit by glowing fungi and lichen.
Bridges. The central chasm of Karazikar’s Maw is 100 feet across
, spanned by bridges made of gut and zurkhwood that are anchored to metal rings in the rock walls of the tunnel entrances. The tunnels are staggered so that the bridges cross over each other at
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
before the Cataclysm by the city’s Istarian founders, and the light from their flames cuts through the densest fog. Kalaman Harbor At any time, dozens of ships are anchored along the busy docks of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
To the Nine Hells! Chapter 2 opens with the characters’ arrival in Elturel, which is anchored by enormous chains and trapped under the baleful light of the Companion. If the characters do nothing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature moving through the area at half speed doesn't need to make the save. Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt
kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
graves as evidence of the horrors of the war. In some places, armies that were fighting on the Day of Mourning became stone statues anchored in position. Others were crystallized or reduced to ash. On
light can sometimes be seen in its dark depths. Toward the edges of the plateau, the glass becomes lighter in color and more transparent, appearing almost pale white along the jagged cliffs at the edge
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a pale bluish light that illuminates some areas.
Oversized Furnishings and Objects. Most of the furnishings and other items in Svardborg are sized for frost giants. Exceptions are noted in the text
wood and have sails made from dragon wings. When not in use, the ships are anchored and their sails are lowered.
Greatships are longships sized for frost giants. A typical greatship measures 240
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magic spell. Touching a sconce with an open flame causes a spectral fire to appear above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is
subject to the spell’s effect (save DC 15). Skye Cloud A reverse gravity spell activates (save DC 15), affecting the entire room. Creatures and objects that aren’t anchored fall upward. The spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature moving through the area at half speed doesn’t need to make the save. Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow
kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
filled with clay. Near the northern and southern corners are circles of sigils that glow with red light.
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact
leading west contains a white gate, which leads to the Flesh Golem Mortuaries. 90. Golem Pen Pillars of white marble glow with an intense white light that brightly illuminates the area. The light is so
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
octopuses are driven away, or the characters convince the sailors to flee to safety. Development. The three sailors are from a caravel called the Tortured Tortle, presently anchored a mile off shore. Belle
. Regardless of the characters’ decision, Belle also reveals that she knows something is wrong at the Silent Sound lighthouse. For at least two tendays, the normally reliable light has been dark. She fears that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the statue destroys the trap. Pits Mechanical trap Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored
a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The cove reef has the following features: Depth. The reef and the area around it are 50 feet below the surface of the water. The depths of the rock formations around the reef are noted on map A.5. Light
aboleth. These crystals give off dim light that fills the cave. A detect magic spell or similar effect reveals an aura of divination magic radiating from the mosaic. A creature that takes a short or long
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Divination The walls of this thin tower are etched with intricate designs of hands and eyes. Silver light flickers from a high window, above which a large, carved eye animates and blinks. Part of the
dark, icicle-festooned roof of the great ice cavern beyond.
Silver light emanates from a three-foot-diameter glass orb situated atop a two-foot-high cylindrical stone plinth in the center of a thirty
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
whirlwind rages, four flying swords animate from the debris scattered around the cave. The flying swords attack creatures outside the whirlwind. F4. Harpy Nest Characters spot the light in this chamber
before entering it. A bronze torch glowing with a magical light lies next to the corpse of a bare-chested man with a shield in the shape of a crab shell and a broken shark-toothed sword. Several
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth*
1st level (4 slots): expeditious
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Tendra Nightblade (CE female Illuskan human assassin) dwell here.
Furnishings. The furnishings, made of zurkhwood, include a large bed with spider silk sheets and an armoire.
Light. A shuttered
manacled iron chains anchored to the curved outer wall. Two other sets of manacles hang empty.
Cradle. Against the south wall, between the two doors, is an ornate cradle carved with spiders and fitted
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the shelves, each section of which has a rolling ladder anchored to a ceiling rail.
Three custodians are working here, sweeping the floors: a human, a gnome, and a half-elf.
After Kandlekeep
whereabouts, or shed light on his intentions. Only if magic is used to coerce them do they reveal what they know: Stonky is planning to launch the Barn Door and all its books into space. The countdown has begun
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
anchored to the tower. An unlocked stone door leading to area 5 is guarded by two giff shipmates (see Boo’s Astral Menagerie), who stand between two 40-foot-tall stone statues of Vocath. Devil’s Deal
. The spelljamming helm aboard the Devil’s Deal is a legless chair carved from petrified wood. Black crystals on the underside of its concave seat project a circle of purple light on the floor that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
an operative into using that portal while the characters watch. If this happens, the first time the characters try to use the headquarters portal, they are shunted back into the portal nexus. Any
sickly ethereal light. With a horrid slurping sound, writhing tentacles spill forth through the open doorway and lash toward you.
This self-contained dimension is fueled by the power of the Far Realm
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
depth of the rocks and various decks of the ship are noted on map A.6. Light. The exposed decks of the Marshal and areas outside the ship are brightly lit by the sun during the day and dimly lit by the
altar in area M4. M9. Cave of Lost Souls This sea cave has the following features: Algae. The sea cave is covered in phosphorescent algae, which fills the cave with dim green light. Ceiling. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Repeat step 2 until one team has eliminated all the players on the other team.
Y4. Tower of Abjuration This tower reaches upward like a talon, its stonework studded in chiseled runes. A blue light
strike, the item disintegrates in a flash of blue light. Every time a character uses the anvil, there is a 25 percent chance that a tomb tapper (see appendix C) burrows its way into the tower to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
activity outside, two duergar take light crossbows (+2 to hit, 1d8 piercing damage) and post themselves at the arrow slits. The other three prepare to defend the room’s only entrance. B6. Yarsha’s
(see chapter 7 for both) dwell here. In addition to normal gear, Yarsha carries a potion of greater healing, and the guards have light crossbows (+3 to hit, 1d8 piercing damage) if they need to defend
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
, in fact, humanoids. They stand in alcoves or recesses along the towers’ upper reaches — and are crafted in disturbingly lifelike fashion. Gargoyles and caryatid columns also abound, anchored to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tunnel leads to area P13. This tunnel is blocked by a sturdy and locked iron gate. Four short iron chains ending in manacles are anchored to the iron bars of the gate. Using thieves’ tools, a
emerge from it, drift outward, and hover in the air a few feet above the surface of the lake. The ambient light reveals the cavern ceiling, eighty feet above the island and hung with countless
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Whitkeep Hostel is a spark of light and levity. Built by a wealthy caravan operator who lost their fortune to monster attacks, this white-walled manor house was quickly overtaken by squatters, and has
bridges, anchored to each other or cantilevered over the water. The tendency of these latter structures to occasionally drop into the rushing river, pulling their neighbors down with them, is not enough to






