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Returning 35 results for 'barrier bat diffusing castles returns'.
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Monsters
Monster Manual
minute, it succeeds automatically.
Shape-Shift. The quasit shape-shifting;shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft
.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.PoisonCold, Fire, Lightning
Monsters
Monster Manual
sunlight or running water, it shape-shifting;shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire
, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
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
DC 15 Constitution saving throw. On a failed save, a target’s speed is reduced to 0 and can’t increase. On a successful save, its speed is halved. The target’s speed returns to normal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Monsters
Fizban's Treasury of Dragons
take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can’t leave the room until they’re restored to their true form, and they won’t leave the castle before Maddgoth returns. Their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can’t leave the room until they’re restored to their true form, and they won’t leave the castle before Maddgoth returns. Their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
see the following: Bats. Two ordinary bats flap around the room. Each bat transforms into a nycaloth if it is reduced to 0 hit points or if the door to the room is opened.
Scroll. On the north wall
armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can’t leave the room until they’re restored to their true form, and they won’t leave the castle before Maddgoth returns. Their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are
hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot. She doesn’t allow anyone to get close enough to undo her shackles, but if her bonds are magically
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A Crystal Dragon’s Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs
population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A Crystal Dragon’s Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs
population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A Crystal Dragon’s Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs
population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged
destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged
destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged
destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Spider






