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Returning 35 results for 'mounted some with open about from for led'.
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mounts some with open about from for led
Magic Items
Forgotten Realms: Adventures in Faerûn
This wagon-sized vehicle is made of brassy metal and has a spiral-shaped propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While
Fly Speed 20 ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding
Magic Items
Forgotten Realms: Adventures in Faerûn
-sized vehicle is made of brassy metal and has a spiral-shaped propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While active, the
ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the
Magic Items
Forgotten Realms: Heroes of Faerûn
propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While active, the gyrocopter can be used as a vehicle; it requires one pilot
bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the gyrocopter wonder can take a Utilize action to attach itself to or
Thieves' Tools
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Monsters
Icewind Dale: Rime of the Frostmaiden
more dart.Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks
. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.
Affinity for Nature
Centaurs have an affinity for the
Backgrounds
Sword Coast Adventurer's Guide
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more
important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same legion might lead ten mounted warriors. If any rank doesn
necessarily commensurate from one legion to another or even between banners in the same legion. A phalanx of foot soldiers led by a captain in one legion might be two hundred strong, while in another such
Rogue
Legacy
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Classes
Basic Rules (2014)
she disappears into the shadows as her fighter friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When
. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her
Monsters
Fizban's Treasury of Dragons
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the
Satyr
Legacy
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Species
Mythic Odysseys of Theros
that my clothes are my glorious soul on display for all the world to behold, and I dress accordingly.
7
Having horns is the best. They are fun to decorate, and they can pop open an amphora, no
raucous revels his people had ever known. However, when fate led him to discover the nature of the gods and how they were beholden to mortals for their very existence, the whole order of the world
Warlock
Legacy
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Classes
Basic Rules (2014)
stars overhead, a wild-eyed tiefling chants the mystic ritual that will open a doorway to a distant world. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through
warlocks toward adventure. Creating a Warlock As you make your warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
15. Nursemaid’s Suite Dust and cobwebs shroud an elegantly appointed bedroom (area 15A) and an adjoining nursery (area 15B). Double doors set with panes of stained glass pull open to reveal a balcony
(area 15C) overlooking the front of the house. The bedroom once belonged to the family’s nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby
Backgrounds
Sword Coast Adventurer's Guide
;n. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind
traditional rituals that are unfamiliar to those around me.
6
Sarcasm and insults are my weapons of choice.
d6
Ideal
1
Open. I have much to learn from the kindly folk I meet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Mounted above the stone hearth is a dire wolf’s head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
entrance to this passage is a block of stone mounted on a central pivot, which has been wedged partially open by accumulated debris. The location of the southern entrance appears to be a blank wall when
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-high stone railings. Mounted to the fortress wall north of the door to area H8 is an iron bell with a short, rusty chain dangling from it. Ringing the bell wakes the dragon in area H20. The door to area H8 stands ajar, its crossbar broken. Damage to the door suggests it was forced open at some point.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
4. Antechamber and Portcullis The palace doors open into an antechamber with a torch bracket mounted on the west wall. Set into the south wall is a heavy iron portcullis that can be raised and
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
deck spot them and open fire with the siege weapons mounted to their vessel (see areas D3-D5 and D7). The characters are 200 feet away from the vessel if spotted during the day, or 100 feet away if spotted at night.
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giant’s skeleton clutching a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
serves as a garrison for Neverwinter’s soldiery. Ravens circle the tower’s pointed roof and warm lantern light shines from its windows. At its foot, two arched doorways open into the interior.
A
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
planks and bound with iron. As an action, a character can force open a locked door with a successful DC 15 Strength (Athletics) check or pick the lock with a successful DC 15 Dexterity (Sleight of Hand
Strength (Athletics) check. The hostel has windows, but the tower’s only windows are the glass panes over its domed observatory. Lighting. The tower uses wall-mounted torches lit with Continual Flame spells
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mannequin against the north wall is a suit of padded armor, a pair of thick padded mittens, and an open-faced helm fitted with a steel grill. (Cult members wore this cumbersome outfit while training
rusty iron fixtures.
24b. Aviary A permanent silence spell suppresses all noise in this room. A successful dispel magic spell (DC 16) ends the effect. Hanging from rods mounted to the walls are a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clues to help adventurers solve each gate. A legend lore spell or similar magic can also reveal the proper way to open a gate. An open gate acts as a two-way portal and typically remains open for 1
minute upon activation. Creatures peering through the open gate can see the destination beyond as though they are looking through an open doorway into that location. A gate can’t open within the area of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
the stylized head of a coyote, and across from the hallway going west is the head of a grinning bear. Near the south end of the corridor, the head of a bison is mounted on the east wall.
At the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
animated armor attacks as soon as it takes damage or a character approaches within 5 feet of it. It fights until destroyed. Oil lamps are mounted on the oak-paneled walls, which are carved with woodland
corpses hanging from the trees and worms bursting up from the ground. Secret Door A secret door in the west wall can be found with a successful DC 15 Wisdom (Perception) check. It pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, is a pair of ten-foot-tall, wooden doors reinforced with bands of steel. To the right of these doors, mounted on the wall, is a tarnished copper plaque. The plaque bears the abbey’s name, under which
succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12). Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your
army. Wherever the army goes, it must be led by you or at least one of your lieutenants, or else it disbands immediately. The army also disbands if it goes 1 day without being fed. Otherwise, the army
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the church for reasons that will quickly become obvious. The following areas correspond to labels on the map of the church below. Map 3.2: ChurchView Player Version E5a. Hall The doors open to reveal
bed with a straw-filled mattress. Mounted above the bed’s headboard is a wooden holy symbol. This room once belonged to Doru, Donavich’s son, who is trapped in the undercroft (area E5g). It hasn’t
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Trading Post Mounted above this building’s entrance is a circular blue shield emblazoned with a stylized golden lion: the symbol of the Lionshield Coster, a trading company. The door to the
trading post hangs open, and characters can hear a ruckus within. The trading post consists of a 20-foot-square store and a 10-foot-by-20-foot side room containing storage shelves and a cot. The store’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important
than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order’s cause
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halaster’s yawning face, the mirror forming his
wide-open mouth.
Dais. Etched on the floor of the dais are the words “Flattery will get you everywhere.”
Statues. Flanking the dais are two petrified hook horrors that look like carved statues
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of voluminous tomes on astronomy and astrology lie open on a table. A massive telescope of brass, crystal, and polished mahogany rests on an intricate stand in the middle of the chamber. A ladder
rests against one wall, and an immense crystal lens is embedded in the ceiling.
Xonthal used this chamber for making observations of the starry sky. The ladder is for reaching the ceiling-mounted lens
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The stone is ten feet across and is mounted five feet above the floor over a stone altar. On the altar rests a ceremonial dagger of flint and a jade statue of a cat. At the foot of the altar is a
characters looking at the calendar in a specific way might notice the unusual mounting without making a check. In order to open the door, the sun symbol must be pushed into the wall. The calendar stone and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
sealed and appears to be warped outward or wedged shut. The door’s hinges are mounted on this side.
The door requires a successful DC 20 Strength (Athletics) check to pull it open. The difficulty is
. When the flood washes to area 11, the water bursts open the doors there (if they weren’t open already), and anyone in the water is dumped into the moat. A character who is washed down the hall must
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
throughout the area, around which a prisoner work gang toils in the sweltering heat. Smooth metallic columns rise to the ceiling, with open hatches set into their sides at ground level. Haggard prisoners
surrounding mountains into the furnaces beneath this area. The powerful fires of those furnaces keep the monastery in the air, and instantly destroy anything thrown into their open vents. If ore ceases to be






