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Returning 35 results for 'barrier barriers diffusing cosmic ready'.
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barriers barriers diffusing cosmic ready
Monsters
Strixhaven: A Curriculum of Chaos
Repelling Burst attacks. It can also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Repelling Burst"} to hit
creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn.
Force Barrier
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
Barrier Peaks. After constructing a new collective body from spare parts, the brains escaped (and now seek revenge against the characters if they did not aid the brains sufficiently during that
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
misleading.”
“When you are ready to proceed, turn the page.”
When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
misleading.”
“When you are ready to proceed, turn the page.”
When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
misleading.”
“When you are ready to proceed, turn the page.”
When the reader turns the page, the book glows briefly, as a delayed-action gate spell is activated. Any creature within 10 feet of the
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
together to form Eberron and its planes as a new cosmic system in the depths of the Ethereal Plane. They recreated the elves, orcs, dragons, and other races found throughout the multiverse and placed
them in their new world, but allowed them to develop beyond the reach of Gruumsh, Corellon, Lolth, and other influences for good and ill. In your campaign, you might decide that the barrier formed by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
together to form Eberron and its planes as a new cosmic system in the depths of the Ethereal Plane. They recreated the elves, orcs, dragons, and other races found throughout the multiverse and placed
them in their new world, but allowed them to develop beyond the reach of Gruumsh, Corellon, Lolth, and other influences for good and ill. In your campaign, you might decide that the barrier formed by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
together to form Eberron and its planes as a new cosmic system in the depths of the Ethereal Plane. They recreated the elves, orcs, dragons, and other races found throughout the multiverse and placed
them in their new world, but allowed them to develop beyond the reach of Gruumsh, Corellon, Lolth, and other influences for good and ill. In your campaign, you might decide that the barrier formed by
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
revelation, the characters receive a message via a Sending spell from Alustriel offering to provide more help once the characters are ready. If the characters don’t plan to return to Sigil, encourage them to
of Seven Parts or a high-level spell. (See the “Dismantling an Unreality” section for more information.) Teleportation Ward. A crystalline barrier surrounding the Cave of Shattered Reflection wards
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, granting them understanding of cosmic truths and insights into how the future should unfold. Klothys withdrew to the Underworld ages ago to keep watch over the imprisoned titans and ensure they couldn’t
destiny from the Underworld, Klothys now endeavors to undo the cosmic damage caused by Heliod, Xenagos, and ambitious mortals in recent years. The ways in which they ravaged reality to realize their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, granting them understanding of cosmic truths and insights into how the future should unfold. Klothys withdrew to the Underworld ages ago to keep watch over the imprisoned titans and ensure they couldn’t
destiny from the Underworld, Klothys now endeavors to undo the cosmic damage caused by Heliod, Xenagos, and ambitious mortals in recent years. The ways in which they ravaged reality to realize their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, granting them understanding of cosmic truths and insights into how the future should unfold. Klothys withdrew to the Underworld ages ago to keep watch over the imprisoned titans and ensure they couldn’t
destiny from the Underworld, Klothys now endeavors to undo the cosmic damage caused by Heliod, Xenagos, and ambitious mortals in recent years. The ways in which they ravaged reality to realize their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Solar
Large celestial, lawful good
Armor
, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Solar
Large celestial, lawful good
Armor
, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Solar
Large celestial, lawful good
Armor
, invisibility (self only)
3/day each: blade barrier, dispel evil and good, resurrection
1/day each: commune, control weather
Magic Resistance. The solar has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
asteroid, surrounded by a cloud of twinkling cosmic dust.
Through his spyglass, Krux examines the rock upon which the tower stands and the decrepit wooden pier that juts from one side of it. “Mr. Flinch
,” he says, “ready the jolly!”
If the Second Wind was lost in the previous chapter, characters can ride the kindori to the dock. Otherwise, Krux is concerned about the poor state of Topolah’s dock
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
asteroid, surrounded by a cloud of twinkling cosmic dust.
Through his spyglass, Krux examines the rock upon which the tower stands and the decrepit wooden pier that juts from one side of it. “Mr. Flinch
,” he says, “ready the jolly!”
If the Second Wind was lost in the previous chapter, characters can ride the kindori to the dock. Otherwise, Krux is concerned about the poor state of Topolah’s dock
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
asteroid, surrounded by a cloud of twinkling cosmic dust.
Through his spyglass, Krux examines the rock upon which the tower stands and the decrepit wooden pier that juts from one side of it. “Mr. Flinch
,” he says, “ready the jolly!”
If the Second Wind was lost in the previous chapter, characters can ride the kindori to the dock. Otherwise, Krux is concerned about the poor state of Topolah’s dock
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
also use Force Barrier, if available.
Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying






