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Returning 35 results for 'specified guise location'.
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specific guide location
specific guild location
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specified guide locations
Spells
Player’s Handbook
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or &ldquo
Magic Items
Dungeon Master’s Guide
a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
Monsters
The Wild Beyond the Witchlight
wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time until they could
Animal Messenger
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
has passed, as specified in the figurine's description.
Figurine of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up
nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Figurine of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly. When the Beast
location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. When the messenger arrives, it delivers your message to
message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, she changed her name to Iggwilv. In this guise, she became enchanted with the power of the Abyss and wrote the definitive treatise on demonkind: the Demonomicon of Iggwilv (see chapter 7). She also
bound and trapped the demon lord Graz’zt (see chapter 6). Iggwilv ruled Perrenland as a tyrant. When Graz’zt escaped his magical prison, Iggwilv went into hiding. Iggwilv’s current location is unknown
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that a creature neither speaks nor understands any language. Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The
within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the room the door opens to. Lighting. Unless a location specifies otherwise, rooms and corridors are lit by ambient dim light. Secret Doors. Secret doors are made of many small cards that shuffle out
of the way when the door is opened. Creatures can locate a secret door by examining or physically searching the door’s space and succeeding on a Wisdom (Perception) check. The DC is 15 unless otherwise specified. In corridors accessed only by secret doors, the backs of those doors are obvious.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that a creature neither speaks nor understands any language. Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The
within the area of an antimagic field or in any other location where magic doesn't function can't send or receive telepathic messages.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
roll on any encounter table in chapter 3 to determine the guardian’s current form. If the guardian dies, it re-forms in a new guise at the next dawn. A creature can convince the guardian to grant
safe passage to virtually any location on the Material Plane by one of three methods: answering a riddle posed by the guardian, offering a valuable gift such as a magic item or a secret to the guardian
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Unless specified otherwise, ceilings in the tomb are 8 feet high in corridors and 12 feet high in rooms. Crawlways Certain areas of the tomb are accessible only by way of narrow tunnels. These crawlways
belong to the skeleton keys (see “Tomb Inhabitants” below). Any character who tries to follow a skeleton key’s trail can do so with a successful DC 12 Wisdom (Survival) check, finding the way to the nearest unexplored location marked with a skull symbol on the dungeon map.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Monster Manual. If a Humanoid creature’s kind is not specified, it can be any kind of Humanoid you choose. Giants are dangerous foes. The encounter tables in this section are most suitable for
inspiration to fit the encounter into the location you’re populating. If that context doesn’t make sense for the situation you’re building, consider using the context to inspire the creature’s general
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the Xanathar Guild, and Bregan D’aerthe spies have tracked them to a cellar complex in the Southern Ward. In the guise of Laeral Silverhand, Jarlaxle steers the characters in that direction (encounter
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->Player's Handbook (2014)
requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the
component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the location of the tomb, but he has not brought it with him out of caution for the diary’s safety. He promises that they can see it next time. Gargosh agrees to meet them the next day at the same spot
doppelganger, assumes the guise of Gargosh and goes along with the characters, urging them to hurry with a story of theft and betrayal. The rest plan to stay out of sight, and when the axe is found, they hope
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, for example—might take 4d6 days. For a more general location, such as a color pool leading to a specified plane, the journey might take 1d4 × 10 hours. Dead Gods The Astral Plane is where the
Abyss,” or “the Wildspace system of Realmspace”—thinking about a place makes the creature aware of the most direct route to that location. The creature doesn’t know how long the journey will take or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or
the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feet from the floor. They open and close easily on ancient hinges. Doors and secret doors are unlocked unless otherwise specified. Ceilings Ceilings throughout the crypt are 12 feet high. Unnamed
d6 and consult the Crypt Hauntings table to determine the nature of the ghostly image or effect encountered there (or choose one that seems evocative). A haunting can’t leave the location where it’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
moderate, dangerous, or deadly threat, based on its particular details. Trigger. A simple trap activates when an event occurs that triggers it. This entry in a trap’s description gives the location of
that can tip off their presence. If you stop to ask players for this information, they might suspect a hidden danger. When a trap is triggered, apply its effects as specified in its description. If the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Zone To leave a haunted zone, a character must perform the task specified in the haunted zone’s “Correct Exit” section. The “Failed Exit” section describes how creatures that don’t perform the required
Haunted Zone d6 Location Emerged 1 The characters sit in the dining room (area D5), sated and covered with sticky crumbs, though there’s no food in sight. 2 The characters stand in the storage room
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or
the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
pay the price specified in the contract immediately suffers a penalty for breaching the contract, as specified in the contract itself. Common penalties include the following: The character’s soul is
it’s signed by both parties, the contract vanishes to a secure location in the Nine Hells. Burning the scroll voids the contract. It’s immune to all other damage and harm. Lemure Kiss. The devil
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kella’s Dexterity
the guise of a traveling monk and is waiting for Zhentarim reinforcements to arrive (see the “Seven Snakes” section). She had nothing to do with the cloud giant attack, but she intends to take over the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
impersonate another Watch captain the characters have met before. Then, in the guise of Hyustus Staget (see “The Watch Arrives”), the doppelganger kills the guards in area H8 with its bare hands and
If a character becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons, beneath an old tower in the Sea Ward, and the three keys needed to enter it. When the characters are ready to visit the location, proceed with encounter 7, “Old Tower.”
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of the ghastly nature of his handiwork. One night several months ago, Strahd visited Henrik in the guise of an imposing, well-dressed nobleman named Vasili von Holtz and promised the coffin maker “good
spawn that lair here. If the characters open one of the occupied crates, all of the vampire spawn burst forth and attack. Teleport Destination. Characters who teleport to this location from area K78 in Castle Ravenloft arrive at the point marked T on the map.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Left
command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
patrolling guard’s location, this adventure represents the guards moving about the vault by having you roll to determine whether a guard is present in any given room. In areas specified as part of the guard
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze
and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
beast with the spell if the beast is within 30 feet of you. Fey Wanderer Wield Fey Mirth and Fury
A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-out location in Alterdeep is the Yawning Portal. Extremiton is particularly fascinated with the establishment, its owner, and its clientele. Most newcomers to the simulation awaken here, and Extremiton
fake NPCs as well. The ulitharid has focused most of its attention on the Yawning Portal because that location sits atop the entrance to Undermountain and is a hotbed of humanoid interaction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Disguise Before the characters leave the alley, Jarlaxle Baenre (see appendix B) uses his hat of disguise to approach them in the guise of Laeral Silverhand, the Open Lord of Waterdeep: A tall
in his possession called the Stone of Golorr, which knows the location of a large cache of gold that was embezzled from the city by its previous Open Lord. She asks the characters to retrieve the






