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Returning 35 results for 'more space with only arrive for for locked'.
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Spells
Player’s Handbook
you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such
Spells
Player’s Handbook
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
Magic Items
Tomb of Annihilation
as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
Black Skull Transformation
d100
enlarge/reduce spell, except the effect lasts for 1 hour.
51–70
You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying
Monsters
Quests from the Infinite Staircase
.
Rejuvenation. When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik’s
. Nafik was a loyal subject and was respected in turn by Amun Sa and the lesser priests in the pharaoh’s retinue. When Amun Sa died, Nafik and a cadre of priests locked themselves in Amun Sa’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out.
The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake
the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30
Monsters
Mordenkainen Presents: Monsters of the Multiverse
taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for
end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and
. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and
Monsters
Waterdeep: Dungeon of the Mad Mage
enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. He has advantage on Strength
;rats, provided that the sun isn't up. While outdoors, Zorak can call 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
Sting (Costs 2 Actions). Geryon makes one Stinger attack.Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Collapse Distance"}. The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with
any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target’s original space takes 39 (6d12
Monsters
Curse of Strahd
actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.Geryon can take 3 legendary actions, choosing from the options below. Only one legendary
(Costs 2 Actions). Geryon makes one Stinger attack.Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable
Magic Items
Tasha’s Cauldron of Everything
bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature
images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
Bones Know Their Home. When you
Monsters
Waterdeep: Dungeon of the Mad Mage
, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
centipede;giant centipedes. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Keresta and obeying her spoken
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
transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
;{"diceNotation":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet
doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass
;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of the vampire and obeying its spoken commands
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
":"3d6","rollType":"roll","rollAction":"Children of the Night"} wolf;wolves instead. The called creatures arrive in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. The doors to the Jail Car are locked (see area E8 for details); all others are unlocked. Flight. The train has a flying speed of 60 feet and can’t hover. Lighting. All cars are brightly lit by magical
orbs embedded in the ceilings. Modrons. All modrons serving aboard the Concordant Express speak no languages other than Modron unless the text states otherwise. Teleportation Ward. Creatures can’t teleport into or out of the train, or to any space within 120 feet of it. Any attempt to do so is wasted.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the characters detect and interact with them. For example, locked doors are indicated on the maps with dots, but you need not include this detail in your hand-drawn maps. One of the maps within shows
wouldn’t know. For example, the characters wouldn’t know which magic items Alustriel keeps in area S3 of the sanctum unless they examine that area carefully. The map shows the sanctum as it is before the characters arrive.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and rider tumbling.
The rider is a scout sent by Becklin to alert Vogler to evacuate immediately. When the characters arrive, the rider’s horse is dead and she is locked in battle with her attacker, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
courthouse or instructs them to wait. The clerk holds a key to the records rooms (area H2). H2. Records Rooms The doors to these rooms are locked. Inside, shelves lining every available inch of wall
space hold boxes of papers dated by month and year. These papers are records of court proceedings and depositions. H3. Clerks’ Office Two desks pushed together in the middle of the room hold quills
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
7. Forsaken Prison A narrow crawl space leads here from the southernmost pit in the entrance hall (area 3). At the bottom of a 10-foot drop at the end of the crawl space, a miserable cell holds a
muralists to arrive here to collect more blood, for use in either area 3 or 10. Spending 2 charges also restores a measure of health to Nolzur, equivalent to the effect of a cure wounds spell.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Trap” below) but otherwise remains still. While the statue is still, its rollers are locked to prevent the statue from being moved. The rolling statue is designed to fit snugly in the dungeon’s 10-foot
-wide passageways. It is a Large object with AC 17, 120 hit points, and immunity to all damage except force damage. Teleport Trap A teleport trap fills the 10-foot-square space in front of the west exit
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
determines. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards. Flames. A powerful artificer (Moghadam or Thessalar, at the
(see chapter 2), who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, understanding that the fates have drawn them to you. However, they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They keep the door to the apartment locked at all times. They have cleared area W8 of debris and painted a pentagram in blood on the floor. At the points of the pentagram are five black globs of wax
Vaelle Lurval if she’s with the party (see “Mausoleum: Summer”). Devils’ Arrival As characters try to break into the cult fanatics’ apartment, three spined devils arrive. The devils fly to the tower
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inhospitable vacuum of space awaits. Ashtyrranthor Attacks! The adult red dragon Ashtyrranthor patrols the outside of the asteroid, staying inside its air envelope. If the characters stay on the dock for
spelljamming vessel could arrive while the characters are exploring Stardock. Where such a ship would go next is up to you.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the tunnel is sealed with a locked ironbound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of
alive at the beginning of the fourth round of the fight, one of them runs to fetch help. Ten minutes later, two cultists, ten kobolds, and one ambush drake (see appendix D) arrive to guard the tunnel
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table
enlarge/reduce spell, except the effect lasts for 1 hour. 51–70 You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
guards are locked up. Otherwise, they arrive to find Captain Arlaggath and a small retinue of town guards trying to break open the cell doors. Speaker Waylen is stung by Prudence’s betrayal, as she
the characters return to the Town Hall to close the deal with Speaker Waylen. If they arrive in the early hours of the morning, they hear loud banging coming from the dungeon, where the speaker and his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The outer door is locked when the characters arrive in search of the Stone of Golorr. A successful DC 20 Intelligence (Investigation) check reveals that it has been opened recently, as evidenced by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Uncle Longteeth’s Wagon If the characters head a mile spireward out of town or follow Sincerity’s sunflies, they find Uncle Longteeth’s wagon. Read or paraphrase the following when they arrive: An
sunfly pets are trained to come to him. The night hag flees using plane shift if reduced to 30 or fewer hit points. Uncle Longteeth’s wagon is filled with empty, filthy cages. It also holds a locked chest






