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Returning 35 results for 'see all consists'.
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Spells
Playerâs Handbook
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the
Magic Items
Princes of the Apocalypse
This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following
can see that is within 60 feet of you and that can see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the number rolled to one ability check, attack
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
reanimated as a spore servant if itâs a type of creature that can be (see the âMyconidsâ entry in the Monster Manual).
Mind Control Spores (Recharge 5â6);{"diceNotation":"1d6
turn.
Attack. Zuggtmoy makes one pseudopod attack.
Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.The Demon
, but it quickly consumes them, body and soul.Zuggtmoyâs Lair
Zuggtmoyâs principal lair is her palace on Shedaklah. It consists of two dozen immense mushrooms of pale yellow and rancid
Equipment
This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.
As long as cold weather clothing
remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see âExtreme Coldâ).
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A shimmering, multicolored plane of light forms a vertical opaque wall--up to 90 feet long, 30 feet high, and 1 inch thick--centered on a point you can see within range. Alternatively, you can shape
you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
for the air cult consists of 1d4 + 1 hurricanes in wingwear. See chapter 7 for the cultistsâ statistics and wingwear description. Air Cult Skyriders. One Feathergale knight leads 1d4 skyweavers. They
all ride giant vultures. See chapter 7 for the cultistsâ statistics Caravan. A caravan consists of a merchant and his or her entourage heading for the nearest settlement. The group consists of 1d4 + 2
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal Countess Sansuriâs castle consists of three conjoined towers with a protruding gatehouse, all made of smoothly mortared stone. The central tower constitutes the main keep and has a more
slender tower rising from its top that serves as Sansuriâs personal quarters. See the âLyn Armaal: General Featuresâ sidebar for more information on the castleâs features.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Red Wizard This group consists of a Red Wizard (LE male or female Thayan human mage), 1d6 guards, and 1d6 skeletons, all answerable to Valindra Shadowmantle (see âHeart of Ubtaoâ). If this encounter
occurs outside of Omu, these reinforcements are on their way to the city. If the encounter takes place in Omu, the Red Wizard is searching the city for shrines (see chapter 3). The Thayans arenât
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Downfall Downfall is Bavlornaâs home in the murky swamp of Hither. The settlement consists of a collection of outbuildings and ruins surrounding the hagâs monstrous cottage. Courtly bullywugs, all
water level in and around Downfall is always high (see âFluctuating Swamp Watersâ earlier in the chapter). Thick fog hangs over all outdoor areas, limiting visibility to 20 feet.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Grungs A grung hunting party consists of 2d6 grungs led by a grung elite warrior (see appendix D for both). If this encounter occurs while the characters are traveling, the grungs have set up an
surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The âtreasureâ is a half-mile away from the partyâs present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrives after ten minutes and consists of 3d6 drow elite warriors mounted on giant riding lizards (see the end of chapter 8 for statistics). Exotic Fungi The characters find a patch of exotic fungi (see
d20 Encounter 1â10 No encounter 11 1 black pudding 12 3d6 drow spore servants (see appendix C) 13 Elite drow foot patrol 14 Exotic fungi 15 1d4 giant spiders 16 1d4 gricks 17 Hunting party 18 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Abandoned Barracks Cult warriors slept and trained here. Stone doors throughout are fitted with locks, though all doors are unlocked at present. The building has both lighting and plumbing (see
. Sleeping Quarters This apartment consists of a spacious barracks and a smaller adjoining bathroom. Barracks. Six wooden bunk beds with moldy mattresses stand in a row. Discarded rugs, emptied chests
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
infernal realm. Attempting to infiltrate the fortress while itâs on the move proves lethal due to the hundreds of devils onboard. While undergoing repairs and refueling at the Stygian Dock (see
"Stygian Dock"), Zariel and most of her crew arenât present, leaving the fortress with a skeleton crew that consists of the following hostile forces: An erinyes named Nariangela, who guards the bridge on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Features Gibbet Crossing consists of three areas separated by wide, natural tunnels smoothed for easier travel. The duergar workshop is to the west, the svirfneblin enclave is to the
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
refueled, Zariel returns with the rest of her crew and takes the flying fortress to the front lines of the Blood War. Whenever Zariel is aboard the flying fortress, its crew complement consists of
bridge officers, including Nariangela. A dozen bearded devils in plate armor (AC 18) stand guard. For advice on roleplaying Zariel, see chapter 5.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Jarlaxleâs legitimate business enterprises â the Sea Maidens Faire â as a front in Waterdeep. The Sea Maidens Faire consists of three carnival ships (the Eyecatcher, the Heartbreaker, and the Hellraiser
) crewed by disguised drow and a host of non-drow performers (musicians, acrobats, actors, and the like). The shipsâ cargo consists mostly of wagons and floats that can be hastily assembled and paraded
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see âDifficult Terrainâ in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see âCoverâ in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Charter Company, a consortium of guilds and noble houses partnered with Lord Neverember. A human veteran named Ardred Briferhew commands the entire convoy. It consists of six supply wagons, twelve
their three wagons are coming along as laborers. The cultists are not happy to see the characters again, so the characters are the target of dirty looks. The work camp the convoy is headed toward lies
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of firenewts. They protect it by patrolling the gorge and ambushing any intruders they believe theyâre strong enough to defeat. A typical patrol consists of four firenewt warriors mounted on giant
striders (see appendix D for both creaturesâ statistics). The gorge is also the favored hunting ground of a female young red dragon named Tzindelor, dubbed Tinder by those whoâve seen her and survived
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
visible from the door are two semicircular fountains built into the south wall, one in each half of the room (see âFountainsâ below).
Flyndol Greeth is a lazy wererat who serves Xanathar out of fear
, not loyalty. Heâs waiting for his companion, Sylvia, to return (see area 31). If threatened, Flyndol commands the giant rats to cover his escape. If escape is impossible, he surrenders but wonât
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Charter Company, a consortium of guilds and noble houses partnered with Lord Neverember. A human veteran named Ardred Briferhew commands the entire convoy. It consists of six supply wagons, twelve
their three wagons are coming along as laborers. The cultists are not happy to see the characters again, so the characters are the target of dirty looks. The work camp the convoy is headed toward lies
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of a lawful neutral githyanki buccaneer (see Booâs Astral Menagerie) named Daarâvik. The Stalwartâs crew consists of eighteen bandits of various races and alignments. The crew of the Incorrigible
consists of eighteen hadozee shipmates (see Booâs Astral Menagerie) of various alignments. The spelljammer aboard each ship is a lawful neutral, human mage. Commander Daarâvik, aboard the Incorrigible
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
full building consists of ten floors, but these locations are the most relevant to the charactersâ activities. Map 5.2: kollema hall View Player Version K1. Serenity Quadrants Study areas under the
hallâs tiered balconies hold an impressive collection of history books. Sorting the book collection day and night are 1d4 cogwork archivists (see chapter 7). K2. Wise Kollema The towering statue of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stirges â 4 1d4 + 1 ghouls 3â4 â 1 ogre 5â6 5 Cragmaw goblin band (see below) 7â8 6 Hobgoblin squad (see below) 9â10 7â8 Bugbear scouts (see below) 11 9â10 1d4 + 2 wolves 12 11â12 1 owlbear Cragmaw
Goblin Band This band of Cragmaw marauders consists of 2d4 goblins led by a goblin boss. They know the location of Cragmaw Castle and can provide directions if they are captured and threatened. The
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlin Silverquill professor of radiance; see chapter 7). Their team includes all the characters; the characters might recruit student NPCs to join their team, although filling their roster up to five
charactersâ team is chosen to compete along with a team that consists of their Rivals and other NPCs. More information about the Battle of Strixhaven and the opposing team is provided later in this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
small vegepygmy tribe preparing to sacrifice a grung (see appendix D) to the rift. The grung, Imbok, is bound with vines and restrained. As the grung struggles, the vegepygmies encircle him and perform a
. The tribe consists of one vegepygmy chief, eight vegepygmies, and the chiefâs thorny pet. Statistics for all these creatures appear in appendix D. Their grung captive is the beloved one hundred and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The buildingâs stone doors are fitted with locks, though they are unlocked at present. The building consists of one
middle of the tabernacle is a block of bloodstained white marble (see âAltarâ below).
Dead Cultist. Lying near the altar is an inanimate human skeleton clad in tattered hide armor. Next to it are two
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Survival Gear Item Cost Weight
Clothing, cold weather 10 gp 5 lb.
Crampons (2) 2 gp 1/4 lb.
Snowshoes 2 gp 4 lb.
Cold Weather Clothing This outfit consists of a heavy fur
succeeds on saving throws against the effects of extreme cold (see âExtreme Coldâ). Crampons A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
mounts a counterattack. The dragonclaw is in charge. The kobold guards are alert, but they are distracted when Group B passes in front of the temple. Group B consists of three cultists, ten kobolds, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
overwhelmed, one or more Harpers come to their rescue. A Harper rescue team usually consists of a bard (see appendix B) or a mage, plus 1d4 + 3 spies or veterans.
advisor to Open Lord Laeral Silverhand. See appendix B for more information on these NPCs. Harpers prefer to conduct their business in bustling inns and taverns such as the Yawning Portal, or in quiet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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 storeâs
proprietor was a Tethyrian human named Darthag Ulgar. He escaped the giant attack but didnât survive long as a prisoner of the goblins (see the âDripping Cavesâ section for details). A goblin named Jilk
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Glossary The adventure uses terms that might be unfamiliar to you. A few of these terms are described here. For descriptions of rules-specific terms, see the Basic Rules. Characters. This term refers
this adventure in appendix B. Tenday. In the Forgotten Realms, a week is ten days long and called a tenday. Each month consists of three tendays â thirty days total.






