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Returning 10 results for 'warded activates'.
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Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall. Initiative. The trap acts on initiative count 20
sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall. Trigger. This trap activates as soon as the door leading to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall. Initiative. The trap acts on initiative count 20
sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom of the slope, at the south end of the hall. Trigger. This trap activates as soon as the door leading to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
, and a big wooden table shudders and begins to move, heading right for you!
Creature. An animated table (see appendix B) activates when someone enters the main part of the room. It fights until
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
, and a big wooden table shudders and begins to move, heading right for you!
Creature. An animated table (see appendix B) activates when someone enters the main part of the room. It fights until
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making
contact with a warded area takes 13 (3d8) lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn. Grease Compartment. Whether
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
airship’s floor and railings are warded with elemental lightning, up to an area the size of half the ship’s upper deck. A character at the helm can activate this magic as a bonus action. Any creature making
contact with a warded area takes 13 (3d8) lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn. Grease Compartment. Whether
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
intruders inside. Vidorant. If Vidorant teleports to the vault (see the “Vidorant Arrives” section later in the adventure), she arrives on the balcony, as the interior of the vault is warded against
succeeding on a DC 18 Dexterity (Sleight of Hand) check. On a failed check, the audible alarm activates (see “Caught in the Act”).
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
intruders inside. Vidorant. If Vidorant teleports to the vault (see the “Vidorant Arrives” section later in the adventure), she arrives on the balcony, as the interior of the vault is warded against
succeeding on a DC 18 Dexterity (Sleight of Hand) check. On a failed check, the audible alarm activates (see “Caught in the Act”).
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warding glyphs that discharge lightning. If the check fails, the character discerns the false runes but doesn’t notice the glyphs. The trap activates 3 rounds after a creature enters the room. (Tarul
“rescuers.” Cells. Cells that confine demons hold the following creatures: Cell A. One hezrou Cell B. Eight quasits Cell C. Two vrocks Each cell has iron, rune-scribed bars (warded against demons
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warding glyphs that discharge lightning. If the check fails, the character discerns the false runes but doesn’t notice the glyphs. The trap activates 3 rounds after a creature enters the room. (Tarul
“rescuers.” Cells. Cells that confine demons hold the following creatures: Cell A. One hezrou Cell B. Eight quasits Cell C. Two vrocks Each cell has iron, rune-scribed bars (warded against demons