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Returning 35 results for 'barrier being diffusing closes rating'.
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Monsters
The Wild Beyond the Witchlight
barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.Kelek is a greedy, narcissistic sociopath who revels in chaos but is a
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).
Lair Actions
When fighting inside its lair, a death tyrant can invoke
. The eye then closes and disappears.
The death tyrant can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds.
Regional Effects
A
Monsters
Out of the Abyss
lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative
eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and
Monsters
Eberron: Rising from the Last War
, Belashyrra has a challenge rating of 23 (50,000 XP).
Lair Actions.
While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing
Belashyrra. One random eye ray of Belashyrra’s shoots from that eye at a target of Belashyrra’s choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
Magic Items
Tasha’s Cauldron of Everything
within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the plane the Crook of Rao banished it
a random plane opens. The portal closes after 5 minutes.
26–45
2d4 imp;imps and 2d4 quasit;quasits appear.
46–60
1d8 succubus;succubi/incubus;incubi appear.
61–70
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
part of the statue is disturbed, the pit magically snaps shut like a giant mouth and then slowly opens again. Creatures in the pit when it closes are crushed between its rocky walls and must make a DC 17
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
part of the statue is disturbed, the pit magically snaps shut like a giant mouth and then slowly opens again. Creatures in the pit when it closes are crushed between its rocky walls and must make a DC 17
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
part of the statue is disturbed, the pit magically snaps shut like a giant mouth and then slowly opens again. Creatures in the pit when it closes are crushed between its rocky walls and must make a DC 17
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
, such as by keeping it in cold storage or under the effect of a gentle repose spell. Closing the Borders. When Dr. Mordenheim closes Lamordia’s borders, temperatures across the domain drop below 0
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the
portal to a random plane opens. The portal closes after 5 minutes. 26–45 2d4 imps and 2d4 quasits appear. 46–60 1d8 succubi/incubi appear. 61–70 1d10 barbed devils and 1d10 vrocks appear. 71–80 1
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the
portal to a random plane opens. The portal closes after 5 minutes. 26–45 2d4 imps and 2d4 quasits appear. 46–60 1d8 succubi/incubi appear. 61–70 1d10 barbed devils and 1d10 vrocks appear. 71–80 1
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the
portal to a random plane opens. The portal closes after 5 minutes. 26–45 2d4 imps and 2d4 quasits appear. 46–60 1d8 succubi/incubi appear. 61–70 1d10 barbed devils and 1d10 vrocks appear. 71–80 1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more
invisible barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more
invisible barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more
invisible barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
trait and the Staff of Power action option. It loses all spell slots of 6th level and higher. It has a challenge rating of 8 (3,900 XP).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
trait and the Staff of Power action option. It loses all spell slots of 6th level and higher. It has a challenge rating of 8 (3,900 XP).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
trait and the Staff of Power action option. It loses all spell slots of 6th level and higher. It has a challenge rating of 8 (3,900 XP).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for 1 minute. When the gate closes, a different random gear pops out slightly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for 1 minute. When the gate closes, a different random gear pops out slightly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for 1 minute. When the gate closes, a different random gear pops out slightly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). Lair
beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. The beholder can’t repeat an effect until they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). Lair
beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. The beholder can’t repeat an effect until they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). Lair
beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. The beholder can’t repeat an effect until they
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
minor elementals offers four options. Here are the first two: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower The design intent for options like these is that
challenge rating of 1 or lower. A spellcaster can certainly express a preference for what creatures shows up, but it’s up to the DM to determine if they do. The DM will often choose creatures that are
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
minor elementals offers four options. Here are the first two: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower The design intent for options like these is that
challenge rating of 1 or lower. A spellcaster can certainly express a preference for what creatures shows up, but it’s up to the DM to determine if they do. The DM will often choose creatures that are
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
minor elementals offers four options. Here are the first two: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower The design intent for options like these is that
challenge rating of 1 or lower. A spellcaster can certainly express a preference for what creatures shows up, but it’s up to the DM to determine if they do. The DM will often choose creatures that are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20
eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant’s choice. The eye then closes and disappears. The death tyrant can’t repeat an effect
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20
eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant’s choice. The eye then closes and disappears. The death tyrant can’t repeat an effect
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20
eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant’s choice. The eye then closes and disappears. The death tyrant can’t repeat an effect
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
socket causes the orb to go dark. Interior Doors. Each interior door is a fleshy barrier that opens when a creature that has telepathy approaches within 5 feet of it, then quickly closes after the creature
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
socket causes the orb to go dark. Interior Doors. Each interior door is a fleshy barrier that opens when a creature that has telepathy approaches within 5 feet of it, then quickly closes after the creature






