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Returning 35 results for 'shape guarded locations'.
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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
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts
Monsters
Bigby Presents: Glory of the Giants
ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.
Cinder hulks live in isolated enclaves in fiery
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole
takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Grungs
Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground
-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.
Born in a wide range of colors, grungs most often
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
invasion, many nightmare haunts take the shape of those terrifying invaders, having multiple limbs and inhuman visages. Smoky purplish energy wafts from their forms, suggesting their connection to the Wicked
guarded by nightmare haunts.
PsychicShadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Monsters
Fizban's Treasury of Dragons
crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass
spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful.
Crystal Dragon Lairs
Crystal dragons
Monsters
Fizban's Treasury of Dragons
nose; the two horns together form a shape that’s reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them
the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
Monsters
Fizban's Treasury of Dragons
together form a shape that’s reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
Monsters
The Book of Many Things
worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic
transform into an even more powerful shape. Once it attains this new form, Aurnozci can escape Xulregg and wreak havoc across the multiverse. To accelerate this terrible transformation, cultists hunt
Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Monsters
Princes of the Apocalypse
damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations.
If Yan-C-Bin is
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in
Monsters
Fizban's Treasury of Dragons
has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
Monsters
Eberron: Rising from the Last War
liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Fizban's Treasury of Dragons
amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic
chosen scenic locations with anything that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
Monsters
Fizban's Treasury of Dragons
bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz
best accomplish this.
Their preference for lair sites frequently brings topaz dragons into conflict with other creatures, since they resent having to share their chosen scenic locations with anything
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
, but new ones form at a normal rate.Fire, PsychicChange Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
monsters
versatile shape-shifting of metallic dragons, deep dragons can assume the form of animals or humanoids and often masquerade as snakes or dragonborn.
Adult deep dragons eliminate challengers with
dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon&rsquo
Species
One Grung Above
grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung
monsters
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
eats this enhanced vegetation.
If the dragon dies or moves its lair elsewhere, these effects end immediately.Poison, PsychicShape-Shift. The dragon Shape-Shifting;shape-shifts into a Small or Medium
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
walls are immune to any spell or magical effect that would change their shape, such as a Passwall or Stone Shape spell. Hidden Doors Illusion magic conceals many of the complex’s doors, making them
magic concealing it. A hidden door is otherwise identical to other doors in the complex. Locations of hidden doors are marked on map 7.3. Lighting The interior of the complex is brightly lit by crystal
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
treasure here, guarded by a monstrous shape-shifter called a mimic. Since then, a trio of impish elementals and kuo-toa fanatics have made the cave their home. You can add monsters, such as Giant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chapter 2: Trollskull Alley Trollskull Alley is filled with people who can shape the characters’ day-to-day lives in Waterdeep. The characters will likely return to Trollskull Alley many times
during the adventure and get to know their neighbors as time passes. The locations described below are keyed to the map of Trollskull Alley (map 2.1). Buildings not specifically identified on the map are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R9-R16) R9. Guard Towers Each of these four triangular towers is two stories tall. A tower’s interior chamber is empty except for a wooden ladder that climbs to an iron hatch
shortswords, ten pikes, ten heavy crossbows, five light crossbows, and hundreds of crossbow bolts. The armory is guarded by a spectator that treats the weapons as treasure. It knows every member of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic leader, a masked archmage called the Eye of
Aurnozci. Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and transform into an even more powerful shape. Once it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
teleportation circle connect with these circles, which are found in temples, academies, the headquarters of arcane organizations, and prominent civic locations. However, since every teleportation
circle is a possible means of entry into a city, they’re guarded by military and magical protection. As you design a fantasy city, think about the teleportation circles it might contain and which ones
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
untold adventures. Quests from the Infinite Staircase collects six adventures from Dungeons & Dragons history, updated for the current edition of the game. Beloved for their strange and wondrous locations
the staircase’s landings, a wistful traveler can find the door to the destination of their dreams. Adventure awaits behind every door. Kamila Szutenberg A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
effects in a 1-mile radius around the Three Moons Vault. These effects are suppressed in the vault’s locations. Forced Transformation A werewolf that enters the red moonlight changes into its wolf or
hybrid form, and it has the poisoned condition as long as it is within 1 mile of Three Moons Vault. As long as it remains in this area, the creature can’t willingly change shape unless it is reduced to 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pack are five torches too damp to light, a hammer, a tinderbox, a skillet, a half-empty water skin, and seven days’ worth of spoiled rations. 9b. Demon-Guarded Treasure Two barlguras crawled out of the
-tall empty obsidian bottle carved in the shape of a wizard’s tower with a removable cork roof (50 gp), a pearl necklace (250 gp), and a shriveled sea elf’s head with a potion of water breathing stuffed in its mouth (with the vial’s cork sticking out).
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Feeder Trenches Locations Grells throughout the Far Realm come to the Feeder Trenches for the strange and delicious (to them) fluid prepared by a grell named Feedkeeper Naruv. Naruv’s newest offering
flayer fanatics traded some of their most degenerate mind flayers to Naruv in exchange for a well-guarded place to scribe their bolstering rune. The characters can access the Feeder Trenches from area X4
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
accurate chart of the islands’ positions, which roam as they please. Thus, even the most famed locations appear on no map, and sailors might spot them when or wherever Thassa wills. A few of the Dakra Isles
’ legendary locations are noted here, and chapter 4 presents guidance for creating more magical shores. Arixmethes Tales tell of the lost island of Arixmethes, whose population was wiped out by






