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Returning 35 results for 'some chain location'.
Other Suggestions:
some charm locations
some chaos locations
some claim locations
some chafe locations
some chant locations
Monsters
Ravenloft: The Horrors Within
/Day Each: Animate Dead, Dimension Door, Modify Memory, Plane Shift, Scrying
1/Day Each: Chain Lightning, Finger of Death, Power Word KillSiphon Spell. Azalin casts Counterspell in response to the spell
creature in Darkon casts a spell using a level 5+ spell slot, Azalin becomes aware of that creature’s name and location. A Nondetection spell blocks this effect.
If Azalin dies, these effects end immediately.Necrotic, PoisonCold, Lightning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
action.Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets.
Abishais
Each
armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command
Magic Items
Tomb of Annihilation
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
The amulet has 6 charges and regains 1d6
charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
Monsters
Waterdeep: Dungeon of the Mad Mage
parts restored. His new body appears in a random safe location in Undermountain.
Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
Monsters
Tomb of Annihilation
phylactery, the location of which is hidden.
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit
, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
): dimension door, Evard's black tentacles
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightningMultiattack. The morkoth makes three attacks: two with its bite and one with its
each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter Chains Eight encounters comprise the characters’ hunt for the Stone of Golorr and the Vault of Dragons. They form a chain, and their order is determined by your choice of villain and season
. The diagram below illustrates the order of encounters in each chain. If Xanathar is the villain, for example, the chain begins with encounter 2, “Mistshore,” and ends with encounter 6, “Theater
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Vault Keys At the end of an encounter chain, a character who is attuned to the Stone of Golorr can learn the location of the Vault of Dragons and what three keys are needed to open its doors. The
. Illusory versions of keys don’t open the door. Every key can be found or procured in Waterdeep. If the characters don’t already know the location of a key, they can gather information about it. To do this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Autumn Encounter Chain Deception and misdirection are Jarlaxle’s forte, and he likes to trick his rivals into working for him. He steers the characters toward the Stone of Golorr and lets them think
stone’s location, Fenerus points the characters to an old tower in the Dock Ward (encounter 7, “Old Tower”). Jarlaxle’s lieutenants reach the stone first and flee across the rooftops in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. The disks are about 4 feet in diameter and 3 feet apart. Each disk is attached to its chain by a giant staple fixed in its center. The disks swing freely and will tilt when weight is placed upon them
throw take half damage. In addition, a creature that is on a disk or holding onto a chain when a geyser erupts must succeed on a Strength saving throw (see the table for DCs) or be knocked off and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
nonmagical weapons and armor at a 20 percent discount at a facility associated with your military force. This might also be a location where you can buy magic items, at the DM’s discretion, but you
receive no discount. Chain of Command. You are part of a rigid chain of command. In addition to providing you with orders, this structure reduces your responsibility for your own actions. If you land in
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
Magic Items (H-M) Homeward Compass Wondrous Item, Common While holding this small brass compass, you can take a Magic action to orient the compass to your current location. Thereafter, the compass’s
needle always points toward that location. The compass can be oriented to only one location at a time. As a Magic action, you can end the compass’s current orientation. When it isn’t oriented to a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Pit of Shummrath Here you find a sticky situation. Poor Shummrath isn’t the fiend it used to be. — The Cartographer When the characters arrive at this location, read or paraphrase the following boxed
-skinned humanoid wearing shackles on its ankles. The crane lowers the cage by a chain into the slime, immersing the creature in the goo for a minute before hoisting it back out. This dunking continues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Ruined Armory Chasm. The air is hot and dry. A crumbling ledge overlooks a great chasm brightly lit by a bubbling pool of lava 30 feet below. Visible from this location is a spectral bridge that
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Interrogating the Sibriex Before it was captured by Bel’s fiends, the sibriex wandered throughout Avernus, amassing information from every location it visited. At your discretion, the sibriex could
the wreck’s location, but Balakros the imp knows where the wreck is and can lead the characters there if told about it. Lulu might also suddenly remember the wreck’s location, at your discretion
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are, one or more characters might need to make a living chain between the rods. Everyone in a living chain must make a DC 15 Constitution saving throw (with disadvantage if the creature is wearing
orient characters as they navigate the location. Lobe Benefits The following benefits apply to any creature that has an Intelligence of 3 or greater. Affected creatures intuitively understand the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Sibriex A breeder of horrors and a hoarder of secrets, a sibriex is said to be as old as the Abyss. — The Cartographer When the characters arrive at this location, read or paraphrase the following
scaffolding smells terrible but can be easily avoided. For more information on demon ichor, see "Demon Ichor". Two chain devils named Shalok and Jank are torturing the sibriex under the guidance of
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed: Deadfall
Thaymount Loïc Canavaggia, Helge C. Balzer The Dread Legion includes all manner of undead, including this ogre zombie. Thaymount is the nation’s highest plateau, atop which stands a chain of
the only location providing any hospitality in Thaymount. It is also the only place not cloaked in the spell effects that prevent teleportation and other magical incursions into Thaymount. But Szass
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the table twice: once to generate a portal anchor—the physical location in Sigil where the portal exists—and again for a destination and its thematically related portal keys. Sigil destinations
infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
20. Haunted Cage Hanging by a chain from the ceiling of this dark, rectangular room is an old diver’s cage with barnacles clinging to it. The cage is eight feet tall, five feet in diameter, and
location. If the characters kill the slug creature in area 24, the ghost is laid to rest, and the characters receive XP as though they had defeated the ghost in combat. Treasure. When the ghost is laid to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and
anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ythryn Lore As the characters explore Ythryn, they piece together a picture of what life was like in the enclave. Whenever a location instructs you to reveal some of Ythryn’s lore, roll a d20 and
join one of eight arcane towers, each one dedicated to a different school of magic.
5 The wizards of Ythryn were entertained by a competitive sport called Chain Lightning.
6 Every wizard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
captives; those who survive might play roles later in the adventure. Start It is assumed that the party has either followed the map obtained at the steading or used the magical chain found there to arrive
passive Perception scores 4 higher than normal when they are pursuing the characters. The map the characters have shows only the location of the rift and the entrance to the place, and they have no
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
A Town Meeting When the party gets less than a mile from the location where the town is being rebuilt, they come upon an impromptu town meeting. Most of the town is here; they have been evacuated to
arms and tries to get those around her to listen. A bored-looking human in a chain shirt and shield decorated with the sigil of Neverwinter stands next to the dwarf. He finally bangs his spear against
Compendium
- Sources->Dungeons & Dragons->Monster Manual
inspire what a naga knows. Guardian Naga Lore 1d8 The Guardian Naga Recalls... 1 The last words of an ancient sage or leader. 2 The location of a hidden city or continent. 3 A magic word, password, or
+1 +1 Con 12 +1 +1 Ability Score Mod Save Int 10 +0 +0 Wis 11 +0 +0 Cha 10 +0 +0
Skills Perception +2
Gear Chain Shirt, Shield, Spear
Senses Passive Perception 12
Languages Common
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of traveler’s clothes, and a pouch containing 10 gp Feature: Planar Infusion Living in a gate-town or a similar location steeped you in planar energy. You gain the Scion of the Outer Planes feat
, while always hot, doesn’t burn skin, fur, scales, or clothing 5 A feather that sheds dim light in a 5-foot radius 6 A ring made from a chain link that, once donned, won’t come off without pulling painfully hard
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(area K2) or lifted by an iron chain from the upper floor of the gatehouse (area K3). One bandit stands watch on the wall section just north of the gatehouse. If he spots the party approaching, he
gatehouse features doors that lead out to the tops of the walls to the north and to the east. Stairs lead down to the floor below. A chain mechanism in the northern half of the room positioned over the main
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the main gate. Four goblins peer down from these ramparts, two per side. The gate is twenty feet tall and fashioned out of crosshatched pieces of wood that have been lashed together. A heavy chain and
what remains of that structure doesn’t look safe.
Two iron cages hang from beams that extend southeast off the lower bridge. One of the cages twirls on its heavy iron chain as a flurry of black
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Chain Lightning Stadium The air around this amphitheater is charged with static. Cracked steps descend to the stadium floor, where a tiny glittering object rests on a pedestal of black stone. Three
called Chain Lightning was played in this stadium. This event, which pitted mortals against each other in an electrified arena, enjoyed great popularity. An ornate trophy cup sits on a pedestal at one end
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
appears within 5 feet of Acererak’s phylactery, the location of which is hidden.
Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th level (2 slots): power
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 dread warriors (B) Sector Encounters If a sector encounter is indicated, roll on the table below that corresponds to the characters’ current location. There are no random encounters in the Temples
3rd-level spell scroll, either of dispel magic or remove curse. Dread Warriors. A dread warrior carries no gold, but some of them have weapons or armor, determined by rolling on the following table. 2d4 Item 2–6 None 7 +1 weapon (usually a battleaxe or a javelin) 8 +1 chain mail
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
succeed instead.
Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location
, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death, symbol, teleport
8th level (1 slot): maze, mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word “dungeon” takes on a broader meaning to include any enclosed, monster-infested location. Most dungeons
bristling with armaments, guarding the way to a magnificent drow city A subterranean rift filled with giant fungi and ruled by a megalomaniacal beholder or fomorian king A chain of rocky islands on a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is human skeleton in black chain mail that is badly rusted and damaged. The skeleton’s
faintly traced above it. This is the location of a moving stone block described below. The block can’t be magically detected, nor will it open by physical or magical means other than the method given in area 15.