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                        Returning 35 results for 'stone globe locations'.
                    
                
                        
                            
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                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     silt and lying in wait, lurking in dark caves, or perching on natural stone ledges, where they blend in with their surroundings. Gaj have no language, but they have the magical ability to understand the
                                                
                                            
                                                
                                                     speech of other creatures.
A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible
                                                
                                            
                                                
                                                     attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to
                                                
                                            
                                                
                                                     series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive
                                                
                                            
                                                
                                                     sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
                                                
                                            
                                                
                                                    
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     (losing initiative ties), Halaster takes a lair action to cause one of the following effects:
Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     property doesn’t expend any charges.
Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn’t
                                                
                                            
                                                
                                                    ) lightning damage. The bolt discharges from the mouth of one of the throne’s blue dragon skulls.
As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Hook"}
Adventure Hook
1
An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan.
2
A coven of hags seeks to reclaim its hag eye, which
                                                
                                            
                                                
                                                     than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    .
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 that isn’t food
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals.
Icy Sight. Ice
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     to natural stone caves; these caves slope down to a subterranean pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     surrounding a legendary topaz dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows
                                                
                                            
                                        
                                                    Otiluke's Freezing Sphere
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl
                                                
                                            
                                                
                                                    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
                                                
                                            
                                        
                                                    Freezing Sphere
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl
                                                
                                            
                                                
                                                    A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution
                                                
                                            
                                        
                                                    Abjurer
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical
                                                
                                            
                                        
                                                    Manshoon
                                                    
    
        Legacy
    
    
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        Learn More
    
                                                
                                            
                                                     monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     invisibility, polymorph
5th level (3 slots): Bigby's hand, scrying, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability
7th level (1 slot): finger of death, simulacrum
8th
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
                                                
                                            
                                                
                                                     approaching or talking to me.
5
I have accepted my death. Hence, I don’t fear it.
6
Like roots growing through stone, I am relentless and determined in my action.
7
I put my
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It
                                                
                                            
                                                
                                                    Otiluke’s Freezing Sphere 6th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous A frigid globe of cold energy streaks from
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     against those who have disrespected him.
Expert Tunnelers
Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or
                                                
                                            
                                                
                                                     rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
                                                
                                            
                                                
                                                     middle of this frost-glazed room stands a nine-foot-tall table of carved stone surrounded by three giant-sized chairs, also carved from stone. A fat iron cauldron etched with runes rests upon the table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
                                                
                                            
                                                
                                                     middle of this frost-glazed room stands a nine-foot-tall table of carved stone surrounded by three giant-sized chairs, also carved from stone. A fat iron cauldron etched with runes rests upon the table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     water around a stepped stone altar that sits on a broad pillar rising from the pool. Smaller pillars are spread around the central one. An enormous globe of blue liquid is suspended in the air to the
                                                
                                            
                                                
                                                    Predator Pools The Red Wizards’ plans involve the disruption and control of the Sword Coast’s trade. To that end, the Thayans are spawning an aquatic army. Locations in the Predator Pools are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    Far Realm Cysts The influence of the Far Realm has warped a portion of the Doomvault, where several star-shaped chambers have been turned into a weird mix of worked stone and glistening walls. Unless
                                                
                                            
                                                
                                                     otherwise noted, these caverns are dark. Locations in the Far Realm Cysts are identified on map 5.6.  Map 5.6: Far Realm Cysts Lake of Madness An aboleth dwells in a watery crevasse, seething at its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Torrents Locations P1. Waterfall Basin The waterfall here can be heard from quite a distance. A loud waterfall pours into this mossy cavern. Wet stairs hug the western wall, climbing higher than the
                                                
                                            
                                                
                                                     channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
 A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     Level   Animate Objects
 Cloudkill
 Cone of Cold
 
  Creation
 Dominate Person
 Hold Monster
Insect Plague
 Seeming
 Telekinesis
 
  Teleportation Circle
 Wall of Stone
6th Level
                                                
                                            
                                                
                                                       Arcane Gate
 Chain Lightning
 Circle of Death
 
  Disintegrate
 Eyebite
 Globe of Invulnerability
Mass Suggestion
 Move Earth
 
  Sunbeam
 True Seeing
7th Level   Delayed Blast Fireball
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 Stoneskin
 Wall of Fire
 5th Level
 Animate Objects
 Cloudkill
 Cone of Cold
 Creation
 Dominate Person
 Hold Monster
 Insect Plague
 Seeming
 Telekinesis
 Teleportation Circle
 Wall of Stone
                                                
                                            
                                                
                                                    
 6th Level
 Chain Lightning
 Circle of Death
 Disintegrate
 Eyebite
 Globe of Invulnerability
 Mass Suggestion
 Move Earth
 Sunbeam
 True Seeing
 7th Level
 Delayed Blast Fireball
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Tunnel Features Map 7.1 shows several locations along the way to Illithinoch. The following features are common in these areas. Natural Tunnels The chambers and the tunnel are all rough, natural
                                                
                                            
                                                
                                                     stone. Dim Light Patches of pale, phosphorescent fungus illuminate the tunnel and chambers with dim light. Ceilings The tunnel varies between 10 and 15 feet high. Chambers are 20 feet high unless otherwise indicated.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    17. Stone Temple Pileup A wide foyer (area 17a) leads to a desecrated temple that feels more like a tomb (area 17b). 17a. Foyer The desiccated corpse of an unusually large basilisk lies in the middle
                                                
                                            
                                                
                                                     basilisk is disturbed, the centipedes emerge and attack the nearest creature. Treasure. The basilisk clutches a driftglobe. The creature’s claw must be pried open to release the globe. 17b. Desecrated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 Telekinesis
 Teleportation Circle
 Wall of Force
 Wall of Stone
 6th Level
 Chain Lightning
 Circle of Death
 Contingency
 Create Undead
 Disintegrate
 Eyebite
 Flesh to Stone
 Globe of
                                                
                                            
                                                
                                                    
 Greater Invisibility
 Hallucinatory Terrain
 Ice Storm
 Locate Creature
 Phantasmal Killer
 Polymorph
 Stone Shape
 Stoneskin
 Wall of Fire
 5th Level
 Animate Objects
 Cloudkill
 Cone of Cold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Areas of the Mausoleum Rooms in the mausoleum have 8-foot-high ceilings, with 6-foot-high passages and doorways connecting them. The following locations are keyed to map 4.3.  View Player Version M1
                                                
                                            
                                                
                                                    . Ground Level Unless the text of an encounter says otherwise, the stone double door to the mausoleum is locked. The lock can be picked by a character who makes a successful DC 15 Dexterity check using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Watchtower Locations The following locations are keyed to map 3.7. T1. Ground Floor The door at ground level is a stone slab secured from within by an iron crossbar that lifts away easily but
                                                
                                            
                                                
                                                     requires a DC 23 Strength (Athletics) check to break from the outside. This level of the tower is drab and unadorned save for a plain, rectangular stone table set with a pair of stone benches. Spare polearms
                                                
                                            
                                        






