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Returning 35 results for 'more size with only about for for locked'.
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Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
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
Monsters
Fizban's Treasury of Dragons
.
3
An ancient topaz dragon;ancient topaz dragon's lair contains a portal to the Elemental Chaos.
4
An ancient bronze dragon and an ancient topaz dragon are locked in an ongoing conflict that
, but new ones form at a normal rate.Cold, NecroticChange Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Fantasy Adventure Sites Evil is entrenched and effective in dark fantasy domains, truths reflected by grandiose adventure locations. Their size and grandeur seem out of proportion with the
inhabitants purposefully petrified themselves
8 A fortress with seven locked gates that seal off the underworld
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
panes of colored glass set in an iron framework. The door handles are likewise fashioned from iron. A locked interior door can be forced open with a successful DC 15 Strength (Athletics) check. Its
castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
indifferent to a creature with a key card and anyone accompanying them, unless attacked. Detention drones don’t carry key cards and can’t open locked doors, but they can travel through maintenance
. Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant. You can use the game statistics for any Construct to represent a detention drone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with an arrow pointing up. Pressing it opens the crystal door, which retracts into the ceiling. This button is locked and cannot be pressed if the door is already up. The bottom button is engraved
with an arrow pointing down. Pressing it shuts the crystal door by lowering it back into place. This button is locked and cannot be pressed if the door is already down. The left button is engraved with a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
39. Secret Door The secret door leading into this area can be detected with a successful DC 14 Wisdom (Perception) check, but is locked. Without the key (found in area 2 or area 20), the lock requires
according to size—two hundred tiny stones (worth 10 gp each), one hundred small stones (25 gp each), twenty medium stones (100 gp each), and five large stones (200 gp each). A small cask holds cut and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
are locked and magically trapped, and that Zox is protected by a tall, golem-like construct (Rex the shield guardian). Yargoth wants Zox’s scaladar control ring for her efforts; if the characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventure locales. An area that size is likely to have one to three additional settlements as well as the home base, so give thought to them as well.
3. Craft a Starting Adventure A single dungeon
the village where they grew up or a city that attracted them from points beyond. Or perhaps they begin the campaign in the dungeons of an evil baron’s castle where they’ve been locked up for various
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin Axebreaker, and I have a proposition for you. My clan has located wealth stolen from us many years ago, but it’s sealed in a vault that’s magically locked. If you can recover the key—whatever it
layout of Revel’s End and a few useful tricks.”
Give the players a copy of map 4.1 (see “The Breaker’s Map” below), and read the following text: Varrin retrieves a faceted sapphire the size of a small
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
might also call for a Strength check when you try to accomplish tasks like the following: Force open a stuck, locked, or barred door Break free of bonds Push through a tunnel that is too small Hang
in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin Axebreaker, and I have a proposition for you. My clan has located wealth stolen from us many years ago, but it’s sealed in a vault that’s magically locked. If you can recover the key—whatever it
layout of Revel’s End and a few useful tricks.”
Give the players a copy of map 4.1 (see “The Breaker’s Map” below), and read the following text: Varrin retrieves a faceted sapphire the size of a small
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Any locks require thieves’ tools and a successful DC 15 Dexterity check to open.
Treasure. Feathergale Knights keep their wealth locked in chests in their cells. Each knight also has 2d10 gp in
. Smaller windows, about half the size of the larger ones, are on levels 2 and 3. Shutters reinforced with iron bands permit the windows to be shut and barred. A barred window is like a barred door
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
might also call for a Strength check when you try to accomplish tasks like the following: Force open a stuck, locked, or barred door Break free of bonds Push through a tunnel that is too small Hang on
a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and
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
or similar magic. Chapter 8 provides guidelines for setting the DCs and assigning statistics to doors and other objects. Barred Doors. A barred door is similar to a locked door, except that there’s no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Hidden Treasure Pentagram. A large pentagram is inscribed on the floor.
Statue. A life-size stone statue of Halaster wearing a blindfold stands in an alcove. The statue holds a stout staff that
the floor inside the pentagram and succeeds on a DC 15 Wisdom (Perception) check finds the trapdoor, which is locked. A character can use thieves’ tools to try to unlock the trapdoor, doing so with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
increasing or reducing the size of the fire spilling out of the furnace. The more heat that is allowed to fill the balloon, the higher the ship can rise. Opening the hatch or the valve doesn’t release the
accordance with the prevailing wind. Any air elemental under the control of another creature can be commanded to enter the compartment. If the compartment’s hatch is then closed and locked, the elemental
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
any direction. He has a locked collar around his neck and a locked iron muzzle covering his snout. The muzzle, the collar, and the manacles are all designed to hold a dragon of his size and aren’t
with gemstones (see “Treasure”). “Guarding” the throne on either side are two life-size statues of cloud giants — one male, one female — standing at attention, wearing tall helmets with feather
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
locked cabinet is divided into shelves and cubbyholes holding Sansuri’s collection of potions and scrolls, as well as magic items obtained from adventurers who crossed paths with her and paid the
-foot-long, 5-foot-wide rolled sheet of vellum. Normal-sized characters can use the scrolls despite their size. Three normal-sized magic items. Roll on Magic Item Table F in chapter 7 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to solving the shrine’s puzzle. The doors to the shrine are not locked and hang heavy on their hinges. Each door weighs 600 pounds, so one or more characters need a combined Strength score of 20 or
leap out from behind the statue and attack as soon as the characters enter the room. None of the keys in this room unlock the pedestal. However, they are all similar in size. If a character takes all
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Biblioplex Locations (B1-B9) The following locations are keyed to map 3.1. All descriptions assume the characters are wandering the Biblioplex during the day. At night, the library is locked and
vertical handles are each carved in the likeness of a robed scholar. During the day, the doors stand open. At night, the doors are closed, locked, and sealed with an arcane lock spell. A successful DC 25
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
” below).
Other Furnishings. Against the northwest wall stands a low double bed. In the middle of the room, a locked iron strongbox rests atop a low marble table flanked by two stone chairs
Short or Long Rest). For 1 minute, Valtagar magically increases in size. While enlarged, Valtagar is Large, doubles his damage dice on Strength-based weapon attacks, and makes Strength checks and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
mechanism. If the trap goes off but the blade misses, it chops through 2 cubic feet of the silk, ruining it. Trunk 5 is locked. It contains eight pieces of rare wood, each the size of a mace and inlaid
particular ability score. Coffer 5 is locked. It holds sixteen gems (worth 250 gp each) concealed beneath a layer of two hundred gems worth 10 gp each, further topped by five hundred gems of good size and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
intruders on sight. Fallen Star. Inside the chest rests the fallen star, laid reverently on a rich, red cloak. The 10-pound star is roughly spherical and about the size of a grapefruit. It’s made of a black
liberators. Treasure. A locked iron chest in this room contains 900 gp. The key is on the overseer’s corpse in area D8. Alternatively, as an action a character can pick the lock with a successful DC 18
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
protect their three young cubs. Kamadan cubs are noncombatants that look like baby leopards and grow to adult size within a year. The cubs’ snakes won’t sprout from their shoulders for another 6 months
.” Reliefs on the monoliths show Shagambi overseeing Chultan warriors as they train with spears and swords. The door to the shrine is not locked, but it hangs heavy on its hinges. It weighs 600 pounds, so
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
front doors. Front Doors. The museum’s front doors are locked from the inside. As an action, a character can try to pick the lock using thieves’ tools, doing so with a successful DC 16 Dexterity check
Spade.” Treasure. Each shop includes a small back room with a locked door. As an action, a character can try to unlock either door using thieves’ tools, doing so with a successful DC 16 Dexterity check
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
— spiders of every size and type. If anyone other than the druid Krell spends more than a few moments in this room, one giant spider bursts from the webs on the port side, while an ettercap emerges from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and from the ferry. These tracks were made within the past 24 hours. Durth Sunblight Aft Cabin The ice covering the cabin door has been chipped away, and the door is not locked. The space is roughly
. If an intruder detects him or tries to steal his map, he attacks. If he’s reduced to 20 hit points or fewer, he shrinks to Tiny size and flees through a 4-inch-diameter rathole, exiting outside the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hovering globes of magical light. Room Size. Unless otherwise stated, all chambers within the maze are circular rooms 30 feet in diameter. Navigating the Maze Before the characters explore the maze, have
room. At the center of the room is an unlocked wooden chest containing 75 talons. 9 This chamber contains a locked iron chest. A character can open the chest with a successful DC 15 Dexterity (Sleight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
invisible when the characters enter.)
Statue. On the opposite side of the room from the throne is a life-size stone statue of a nude Halaster wearing a cowboy hat and riding a donkey.
Magic Circle
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they visit other realms, particularly the Material Plane, githzerai feel sluggish and aren’t comfortable functioning in a landscape that they see as being locked in immutability. Despite their
blot on the natural world. Life, the one thing that can’t be spontaneously created from the stuff of Limbo, is driven away from the location in a wave of dread. Depending on the size of the citadel
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
treasure to the barrow, Javor disappears, leaving only his bones behind. The chest is locked, but Wiggan has the key. Prominently on top of the chest’s contents is Javor’s ornate helmet made of
sword is worth 100 gp. In addition, Javor has four animal figurines the size of a human fist — a bear carved of lapis lazuli, a tiger carved of red obsidian, and an elk carved of banded agate (each worth






