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Returning 32 results for 'back barriers diffusing continuously replicate'.
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Doppelganger
Legacy
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Monsters
Basic Rules (2014)
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form
magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
action to polymorph into a Small or Medium humanoid it has seen, or back into its natural form. Its statistics, other than its size, are the same in each form. Its equipment is not transformed. If
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
away, a detect magic spell will reveal that this area has a strong aura of both abjuration and evocation magic. Trap. When a character crosses the threshold of the bulkhead between the back and the
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Calliope A merry tune spills forth from an instrument on the back of a brightly painted wagon. A monkey wearing a cloak covered with buttons turns a handle at the wagon’s rear, sending music into the
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their
Magic Items
The Book of Many Things
Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
her neck and across her shoulder blades reads, “Endless dreams entombed in stone.” Flames. A roiling storm of brilliant flames covers her back and ribs. Shroud. Black and gray smoke and shadows coil
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dripping water echoes continuously.
The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a
can speak Common. It doesn’t attack the kobolds or guard drakes because the kobolds feed it spoiled meat that the guard drakes won’t eat. If attacked, it fights back (and it’s very dangerous to 3rd
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dripping water echoes continuously. The lower portion of the room (10A) is 15 feet below the ledge. Wooden steps have been built down to the lower floor. As in room 7, the steps are enclosed in a stout
Common. It doesn’t attack the kobolds or guard drakes because the kobolds feed it spoiled meat that the guard drakes won’t eat. If attacked, it fights back (and it’s very dangerous to 3rd-level characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) force damage.
Firestorm Tattoo (Recharge 5–6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area
her neck and across her shoulder blades reads, “Endless dreams entombed in stone.” Flames. A roiling storm of brilliant flames covers her back and ribs. Shroud. Black and gray smoke and shadows coil
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
ghosts become more common. Resurrection spells are easier to perform, but carry the risk of bringing back unwanted spirits. Fernia: The Sea of Fire. This plane encompasses both the raw elemental force
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
airtight and can’t hold back water. Characters who have a passive Wisdom (Perception) score of 15 or higher spot a secret door as they move near its location. A character can also find it by
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
hires a Sailing Ship (or occasionally a Lyrandar galleon) to carry passengers and supplies to Stormreach, then back again. The expedition members are responsible for refreshing their supplies in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
). The secret door is spotted automatically by any character who examines that section of wall. C5. Armory In the middle of this small room is a rack of twenty spears, and resting against the back wall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Once repaired, the lift continuously moves between the bunks and the mining tunnels, with a 1-minute stop at each location. Z5: Latrines The reek of waste wafts from these latrines. The walls here
touching it and expending a spell slot of 1st level or higher. Once recharged, the buckets continuously move between the forge and the mining tunnels’ storage chamber (area Z18). A character attempting to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
tunnels open into the rooms below, allowing the beholder to spy on creatures in its lair and perhaps target them with eye rays. (Opponents can shoot back, but the holes function like arrow slits and provide
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things Wondrous Item, Legendary Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards
, down, across vertical surfaces, and along ceilings, while leaving your hands free. Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of beach with a few log buildings above the tide line. Ships anchor a half-mile offshore, and people and supplies are ferried back and forth on rowboats. Six Flaming Fist guards defend this station
; their chief duty is rowing the boats back and forth. In case of danger, they can barricade themselves inside the stoutest log building or row out to sea until whatever threatens them loses interest
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pick out impurities. The last two orcs load the ore back into the buckets and shovel the impurities into piles. (Once a week, production stops so that the impurities can be loaded into the buckets and
transported back to area 17, to be carted away by workers and deposited in cleared sections of the mines.) A fire burns in a hearth in the middle of the east wall. The orcs are prisoners but fight
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
tattooed on the back of their right hand. Having this mark allows its bearer to bypass certain security features (see “Magical Effects” below). As an action, a bearer of Vocath’s sigil can use the
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
protrude from the walls. Two iron chests stand in the back corners of the room.
Six duergar are sleeping here on the stone slabs that serve as their beds. They wear their armor and keep their weapons
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of Balduran stared back the way he had come. Prevented from
entering by a pattern of magical lights he couldn’t identify, the knight raced back to the city to gather additional scholars — yet when he returned, the structure was gone. Since then, the forested
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Balduran stared back the way he had come. Prevented from entering by a pattern of magical lights he couldn’t identify, the knight raced back to the city to gather additional scholars — yet when he
caravans. As soon as mid-afternoon arrives, however, shoppers are shuffled back out the arched gates, and the only non-Calishites still allowed within the neighborhood are those who’ve married into a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, its squeaky pincers clenching and unclenching in nervous anticipation.
A stone lever juts out of the back wall of an alcove to the south.
The two duergar hammerers (appendix C) attack anyone
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Pushing Attack When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the townsfolk farewell and fly back to their castle, which has landed in the High Moor (and is obscured by fog). The castle has another ten cloud giants aboard — guards loyal to Nirva and Jaral. If
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
. Closets. The sliding wooden doors open to reveal closets that contain fine female clothing in numerous styles and sizes. The easternmost closet contains a hemispherical stone in the middle of its back wall






