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Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious
Monsters
Icewind Dale: Rime of the Frostmaiden
start of its next turn.Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade
components for spellcasting, and he can't avail himself of his magic while locked in his cell due to the antimagic field that encompasses it.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
legendary action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
Infernal Glare. Geryon targets one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn.
Infernal Glare. Geryon targets one creature he
Monsters
Curse of Strahd
form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.
Regeneration. Strahd regains 20 hit points at the start of his
turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from Holy Water (flask);holy water, this trait doesn’t function at the start
Monsters
Fizban's Treasury of Dragons
spent legendary actions at the start of its turn.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Essential Reduction (Costs 3
.
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
a Knock spell on a blue door’s lock suppresses the lock for 1 minute, and casting a Knock spell on a yellow door’s lock suppresses the lock until the start of the caster’s next turn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage
–07 Collapsing staircase creates a ramp that deposits characters into a pit at its lower end 08–10 Ceiling block falls, or entire ceiling collapses 11–12 Ceiling lowers slowly in locked room 13–14
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
building in a village or label every street in a large city. If the characters start in the baron’s dungeon, you’ll need the details of this first adventure site, but you don’t have to name all the baron’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the east.
The doors to area 10 are locked, and the key to unlock them can be found in area 25. Characters who don’t have the proper key can open the double door using a knock spell or similar magic
, taking 7 (2d6) bludgeoning damage from the fall and 10 (3d6) acid damage from the gas. A creature in the pit takes the acid damage again at the start of each of its turns. The pit’s sheer walls can’t be climbed without the aid of climbing gear or magic.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wait in area 10 or 11 while Pharblex “communes with the great powers.” The chamber contains a mud-covered chair and reading table, a box of candles, and a wooden chest. The chest is not locked, but it is
into nightmarish, frog-like monstrosities. While affected, the creature cannot take reactions and must roll a die at the start of each of its turns. If the die result is odd, the creature must use its
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
transformation. The four residents who began transforming at the start of the last chapter—Sister Garaele, Ander, Halia Thornton, and Wheel-of-Fortune—have undergone extreme changes. They’re locked in their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
restores its normal hit point maximum (135). If the characters restore its memory, the lich gives them the passwords to all the locked doors in the Amber Temple (with the exception of the door into
area X28, where its phylactery is hidden). It also provides all the information pertaining to Strahd and the temple presented at the start of this chapter. If the characters think to ask, it provides
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
in area 10 or 11 while Pharblex “communes with the great powers.” The chamber contains a mud-covered chair and reading table, a box of candles, and a wooden chest. The chest is not locked, but it is
into nightmarish, frog-like monstrosities. While affected, the creature cannot take reactions and must roll a die at the start of each of its turns. If the die result is odd, the creature must use its
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, which shows the alleys where the encounters take place. The buildings surrounding the alleys are locked, and accessing them is outside the scope of this adventure. There’s Been a Murder! An explosion
lizardfolk shout threats and start combat. The lizardfolk are named Retta, Torm, and Vill, and they’re members of a river smuggling gang called the Swampclaws. If a Swampclaw is reduced to 20 Hit
Compendium
- Sources->Dungeons & Dragons->Divine Contention
into the main hold (area I7). A 3-foot-high capstan near the middle of the deck is locked in place. A character who succeeds on a DC 15 Intelligence (Investigation) check finds that one of the
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L6. Rocking Horse The door to area L11 is locked, and Granny Nightshade has the only key (see “Skabatha’s Ring of Keys” earlier in the chapter). If Skabatha has been forced to flee Loomlurch on her
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
False Appearance. If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
) bludgeoning damage plus 17 (5d6) fire damage, and the target catches fire. While on fire, the target takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by immersing
Compendium
- Sources->Dungeons & Dragons->Rrakkma
accidentally shut when the star spawn manglers entered the chamber. It is locked and requires a successful DC 20 Dexterity check made by someone proficient with thieves’ tools to unlock it, or a successful DC 20
assassins, when the adventurers start fiddling with the door, they quickly find hiding places in the shadows and attempt to ambush the interlopers. What do they know? These creatures were commanded by a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
telepathy out to a range of 30 feet. When she attacks, swarms of mummified spiders pour out from the niches at the start of the following round. Undead Spider Warrens Six swarms of undead spiders inhabit
swarms attack any creatures that enter the warrens or any creatures in Moa’s tomb if Nepartak becomes enraged. Treasure The stone sarcophagus isn’t locked and can be opened with a successful DC 15
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->Dungeon Master’s Guide
. Blackrazor decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do
strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Roleplaying Vaelish Gant Vaelish Gant is a mage who
neither a spellbook nor material components for spellcasting, and he can’t avail himself of his magic while locked in his cell due to the antimagic field that encompasses it. Gant spends his days and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Geryon Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon
. Geryon’s weapon attacks are magical.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Geryon Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims
advantage on saving throws against spells and other magical effects.
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
Dexterity check using thieves’ tools to open it. A locked door can also be smashed open with a successful DC 15 Strength check. A character looking for a secret door finds one with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
suggests they start by killing the baron’s evil henchman, Izek Strazni. She’s happy to take care of the rest. If they come looking for a way to defeat Strahd, Lady Wachter turns them away, stating in no
is locked and reinforced with bronze bands. All of the servants carry a key, as do Lady Wachter and Ernst Larnak. The door can be forced open with a successful DC 20 Strength check. If the characters
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the target’s hit point maximum lasts until the target finishes a long rest.
Convene the Ghost Council. The ghost summons the other four members of the Obzedat. At the start of the ghost’s next turn
. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.
Forced Obedience. A target that all of the Obzedat ghosts can see must succeed on a DC 16
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
litter the room. Most of the items are worthless, with a few exceptions. B3a: Western Quarters. One chest contains a Potion of Healing (greater). The chest is locked. A character can take a Utilize action
imprisoned here and forced to cook for the Corsairs. The two Grick Ancients are trained to ensure Pierre doesn’t flee. They start combat as soon as they notice the characters. Difficult Terrain. The eastern
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
blind eye to Sephek’s murderous escapades, and tries to help him as best she can without endangering her own life. Treasure. Torrga keeps her proceeds in a small, locked iron strongbox, which she hides in
Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn’t function at the start of Sephek’s next turn. Sephek dies only if he starts his turn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following: A small door, perhaps a servants’ entrance, is on the northwest side of the monastery. On the northeast side, a low wall encloses a good-sized garden with a locked gate. The eastern portion of the
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
The cell is
(rerolling duplicates) to determine the item. C7: Storage Room The door to this room is locked. The key can be found in the laboratory (area C5). As a Utilize action, a character can pick the lock with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: GENERAL FEATURES
A set of enormous, airtight, magically locked stone doors seal Ironslag main vault (area 28). Adventurers hoping to breach the fortress are more likely to succeed by climbing a 500
takes an action to douse the fire, the creature takes 10 (3d6) fire damage at the start of each of its turns. A creature can extinguish the flames by using a quart or more of water, a thick blanket, or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L5. Granny Nightshade’s Garden This outdoor garden extends almost the entire length of Loomlurch. The doors to areas L4 and L9 are locked, and Granny Nightshade has the only key that unlocks them
Heap. The compost heap is a shambling mound that remains motionless until it is disturbed or until it rises to attack. If the mound is motionless at the start of combat, it has advantage on its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
areas T4, area T5, and area T6. T4. Top-Level Apartments The doors to both apartments on this level are locked. T4a. Martisha’s Apartment Martisha Kullandra (neutral female Brelish human magewright; see
-Level Apartments The lower-level apartments have similar layouts to the ones in area T4 but house different creatures. The door to every apartment is locked. If you need occupants for an apartment






