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Returning 35 results for 'potion area and his concealed'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
heart to mix with other alchemical ingredients, creating one potion of cold resistance;potion of resistance (cold). It takes 1 hour to create this potion.
Cold
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
bottle of liquid at a point up to 20 feet away from itself, which shatters into a cloud of magical smoke that fills a 10-foot-radius sphere. Each creature in that area must succeed on a DC 16 Wisdom saving
point it can see within 30 feet of itself. The air there magically solidifies into a mirrorlike pane, then shatters in a 15-foot cone originating from that point. Each creature in that area must make a DC
Monsters
Princes of the Apocalypse
of another creature’s turn. Imix regains spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast of heat within 300 feet of himself. Each creature in the area in
in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up
Monsters
Storm King's Thunder
90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
Monsters
Divine Contention
exhales dark energy in a 90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Necrotic
concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
Monsters
The Book of Many Things
within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is
damage on a successful one. A creature must also make this saving throw when it enters the sphere’s area for the first time on a turn or starts its turn there.
Regional Effects
Xulregg is an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and the morkoth can’t use its tentacles on another target.
Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Monsters
Misplaced Monsters: Volume One
choice in the sphere can immediately end one of the following conditions on itself (creature’s choice): blinded, deafened, paralyzed, or poisoned. In addition, all soil in the sphere’s area
is enriched, restoring withered vegetation in the area to full health and causing all crops in the area to produce twice the normal harvest for the next year.
Spellcasting. The dandylion casts one of
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison
out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6);{"diceNotation":"16d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"poison"} poison damage
mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
Total Cover
Legacy
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Rules
A target with total cover cannot be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as
failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered
Kobold
Legacy
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Species
Volo's Guide to Monsters
, the kobolds are usually put to work enlarging their masters’ living area and protecting vital areas of the lair with traps and other defenses.
Some human communities hire kobolds to dig their
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
34. Guardroom Four lizardfolk shamans are stationed here as temple guards. If they hear any sign of trouble along the corridor from area 25, they rush through the concealed doors to help defend the
eidolon and the sacred statue there. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the lizardfolk to head into the temple complex to search for Moghadam’s thieves, believing the thieves have just arrived. You determine where the guards might be encountered as a result.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
34. Guardroom Four lizardfolk shamans are stationed here as temple guards. If they hear any sign of trouble along the corridor from area 25, they rush through the concealed doors to help defend the
eidolon and the sacred statue there. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the lizardfolk to head into the temple complex to search for Moghadam’s thieves, believing the thieves have just arrived. You determine where the guards might be encountered as a result.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
grinding gears (see the Balance and Ruin trap room in chapter 4). When a spelljamming ship from area 23 crashed into the eastern side of the hall, the trap was destroyed. The nonfunctional gears are difficult terrain. A secret door is concealed in the northeast corner of this room.
13: Ruined Trap Room A closed portcullis divides this area from area 6. The lever in area 16 can raise the iron bars. This hall was once a trap room featuring a balance beam that spanned a pit of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K33. King’s Apartment Stair This dark hall is concealed behind two secret doors. This arched corridor has been swept clean. Oak paneling decorates the walls to a height of four feet. Mounted on the
west wall ascends into darkness. The staircase climbs 40 feet to area K45. The door in the west wall opens into area K32.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Total Cover A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
wins second place. To Cheat or Not to Cheat A few moments after the characters enter the racetrack’s area for the first time, an elf in a stylish white suit approaches them and offers them a deal. Read
chapter), concealed with an illusory disguise. A character who succeeds on a DC 18 Intelligence (Investigation) check pierces the illusion and sees the rakshasa’s true appearance. Uvashar profits regardless
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
wins second place. To Cheat or Not to Cheat A few moments after the characters enter the racetrack’s area for the first time, an elf in a stylish white suit approaches them and offers them a deal. Read
chapter), concealed with an illusory disguise. A character who succeeds on a DC 18 Intelligence (Investigation) check pierces the illusion and sees the rakshasa’s true appearance. Uvashar profits regardless
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
grinding gears (see the Balance and Ruin trap room in chapter 4). When a spelljamming ship from area 23 crashed into the eastern side of the hall, the trap was destroyed. The nonfunctional gears are difficult terrain. A secret door is concealed in the northeast corner of this room.
13: Ruined Trap Room A closed portcullis divides this area from area 6. The lever in area 16 can raise the iron bars. This hall was once a trap room featuring a balance beam that spanned a pit of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Total Cover A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Total Cover A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Total Cover A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K33. King’s Apartment Stair This dark hall is concealed behind two secret doors. This arched corridor has been swept clean. Oak paneling decorates the walls to a height of four feet. Mounted on the
west wall ascends into darkness. The staircase climbs 40 feet to area K45. The door in the west wall opens into area K32.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Concealed Passage If the guards at the entrance spotted the characters’ approach, they wait here until the characters come into view, then try to spring an ambush. Determine surprise normally. The
be spotted only with a successful DC 20 Wisdom (Perception) check. The stairs down to area 3 are trapped. See that area’s description for details.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
climbs 10 feet to a landing (area 32). Treasure The crystal orb is worth 25 gp. It can be used as an arcane focus but is not magical.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
climbs 10 feet to a landing (area 32). Treasure The crystal orb is worth 25 gp. It can be used as an arcane focus but is not magical.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potions An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial
. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Potions An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial
. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
into the lower decks. Another entrance might be concealed within one of the immured ones’ cells at area M6. Opening the cell could reveal the entrance standing open, with the prisoner gone and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Concealed Passage If the guards at the entrance spotted the characters’ approach, they wait here until the characters come into view, then try to spring an ambush. Determine surprise normally. The
be spotted only with a successful DC 20 Wisdom (Perception) check. The stairs down to area 3 are trapped. See that area’s description for details.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
move to the far side of the three concealed pit traps (area D3), hoping to lure intruders to their doom. Each wisp has its own pit and attacks any character who falls into it. A wisp reduced to 7 hit points or fewer turns invisible on its next turn and flees to hide until the characters leave the barrow.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
into the lower decks. Another entrance might be concealed within one of the immured ones’ cells at area M6. Opening the cell could reveal the entrance standing open, with the prisoner gone and
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
move to the far side of the three concealed pit traps (area D3), hoping to lure intruders to their doom. Each wisp has its own pit and attacks any character who falls into it. A wisp reduced to 7 hit points or fewer turns invisible on its next turn and flees to hide until the characters leave the barrow.