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Returning 28 results for 'more shunted with only arranged 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
Monsters
Fizban's Treasury of Dragons
. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail
to which lies 40 feet below the surface of the subterranean pool.
Hatchery. The dragon has lovingly arranged the three small chambers in the top left of the map, farthest from the pools, as a
Monsters
Fizban's Treasury of Dragons
scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the
gems in an underwater cave (at the bottom of the map), the entrance to which lies 40 feet below the surface of the subterranean pool.
Hatchery. The dragon has lovingly arranged the three small
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, antique furniture, including sofas and footstools, is arranged here. To the north is a grand staircase. To the south, a garden of ferns and flowering plants grows around a raised marble dais.
When
east and west walls of this lounge. Comfortable couches and chairs are artfully arranged before a grand staircase that leads downward.
Alustriel and her friends socialize, dine, and relax in this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
bipeds with wide, toothy smiles. They are arranged in a triangular formation; the top one is drawn in red chalk, the bottom left in blue, and the bottom right in green.
Gurneys. Two stone gurneys
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin
feeds the fire, sustaining it indefinitely. Any creature that enters the fire or starts its turn there takes 10 (3d6) fire damage. Arranged about the fire pit are six tables carved out of granite, with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal.
Builders. Four scaladar (see appendix A) are hauling new pieces of metal to the arch and attaching them to it. The cavern is dark aside from the intermittent light of welding sparks coming
. Hobgoblin Vanguard A hobgoblin captain named Kurlog has led a force of seven hobgoblins to this location. They are hunkered down behind scrap metal barricades sloppily arranged along the northwest ledge
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->Waterdeep: Dungeon of the Mad Mage
through the eastern door, he casts greater invisibility on himself.
Table. A wooden table in the center of the room bears a map made of loose stones arranged to form walls and doors (see “Tabletop Map
, respectively, but he hasn’t explored either level. Tabletop Map. The wererats have carefully arranged the loose stones on the table to form an accurate map of this level of Undermountain; the map, however
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sun LN Life, Light Golden sun Asmodeus, god of indulgence LE Knowledge, Trickery Three inverted triangles arranged in a long triangle Auril, goddess of winter NE Nature, Tempest Six-pointed snowflake
star in its center Helm, god of watchfulness LN Life, Light Staring eye on upright left gauntlet Hoar, god of revenge and retribution LN War A coin with a two-faced head Ilmater, god of endurance LG Life
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on the floor near the center of the room. An odd array of stone monoliths — some upright standing stones, and others arranged in three-stone arches — stand around the chamber. Six low stone slabs are
light touch. Thus, minor earth tremors can cause the stones to move. Intruders, even beasts, can move stones about accidentally. The Believers have never figured out the magic, and none have seen the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
knuckles scraping the floor.
Stone Cubes. Twenty cubes of solid granite measuring 8 feet on a side are arranged about the chamber. One cube near the west wall, marked with an X on map 3, is fake
a lie. The throne is surprisingly light for its size, weighing only 500 pounds. Unfinished Statues. Represented by the statue icons on map 3, these four unfinished samples of dwarven stonecraft, from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the absence of any breeze. Purple light continues to seep out through roof tiles, shuttered windows, and the closed front door.
Even in daylight, the building is shrouded by shadows, as if every part
of the inn is somehow in the shade. Ringing the building are twenty gnolls, arranged in four packs of five. Even the fearless gnolls are weirded out by the strange lights emanating from the inn. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of Bregan D’aerthe, can be arranged. While escorted by the spy, the characters have no hostile random encounters. Development. The Bregan D’aerthe safe house is a three-story stone tower guarded by
dos! (“Darkness take you!”), a common drow curse.
Ssussan! (“Light!”), another drow curse.
Xun izil dos phuul quarthen, lueth dro. (“Do as you are ordered, and live.”)
Lolth tlu malla. (“Lolth
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Exhibit Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards
are arranged here, some as fully reconstructed skeletons. The exhibit includes microraptors, ornithopods, dwarf elephants, and an ancestor of the cockatrice. Informational placards tell the stories of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
-white light, edged by translucent crystals. From across the room, the portal resembles an enormous eye.
This portal is a permanent magical effect set up by Valin Sarnaster. It connects to the
, acquiring power through her dark rituals that will enable her to become a new demigod of fate. In her visions, she has seen that the characters will thwart her plans—so she has arranged the events that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
multiple party members are attempting the same task, have them make a group check instead. K2. Main Gate A fiery brazier casts its flickering light on the thirty-foot-high, spiked ramparts that frame
his left wrist. Bridges and Cages. The center of the 50-foot-high bridge collapsed a few days ago. The goblins used the debris to light fires and haven’t fixed the bridge yet. The 30-foot-high bridge
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->Tasha’s Cauldron of Everything
in the service of righteousness or in defiance of wickedness A Blessed Ki-rin Shrine Blessed Radiance Effects d100 Effect 01–06 Golden light fills a 20-foot-radius, 40-foot-high cylinder
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
has been done successfully, the shrine glows with white light, and all zombies in the area immediately collapse with the unconscious condition for 24 hours. The condition ends early for a zombie if it
(such as the one obtained from Delvin) must be placed in the divot of the grinning skull. Once placed there, the eyeball pulses with sickly green light, and the double door swings open to reveal a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cover the walls and floor of this room. Many lidless coffers rest against the walls, though there are none near the northern wall west of the archway. One of the coffers glows, its blue light filling
arranged around the walls of the room, though there are none near the north wall west of the archway.
Propped against the center of the north wall are dozens of stone-working tools.
This barracks area
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->Baldur's Gate: Descent into Avernus
the players as follows: The walls of this twenty-foot-high pillared chamber are adorned with frescoes of bathing royalty. Natural light streams through stained-glass windows, creating colorful
in clean towels. Bottles of perfume stored under the table are used to scent the pools in area D2. Natural light enters through a stained-glass window set into the south wall. During the hours in which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
harpsichord sits in the hall. A crimson carpet runs down the hall toward an open door to the foyer. Light from a crystal chandelier reflects off more than three dozen holy symbols of Siamorphe perched on
character can notice a slight gap beneath the secret door with a successful DC 18 Wisdom (Perception) check. C4. Reading Room This reading nook has the following features: Light pours into this room
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
arranged in concentric half-rings around a central square where locals can socialize and gather for picnics after midday prayers. Orderly rows of wooden longhouses, each one large enough to house a
above the entrance and the steps leading up to it. Narrow windows of stained glass decorated with images of wheat, fruit, and vegetables light the pillared arcades within. Toward the back of the building
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
without knowing their significance and patterns, the cultists in area C14 are alert to trouble. C14: Common Room Tables and chairs in this crypt are arranged to create a meeting room or mess hall
, they might not have the chance to do so, as the encounter likely ends with them being shunted through a planar rift. The six neutral evil cult fanatics on the raised east gallery don’t fight, since
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple flatware for five. It’s stocked with nutritious food, water, and wine. A spiral staircase carved into the interior wall of the trunk rises to a bedroom with five crisply made beds arranged
100 gp. Yvra uses them to play a solitary card game called patience. G6: Satyrs’ Forest This section of the forest is less dense, allowing light to dapple the ground. Clearings and paths abound, many






