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Returning 35 results for 'barrier being diffusing consists returns'.
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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->Baldur's Gate: Descent into Avernus
refueled, Zariel returns with the rest of her crew and takes the flying fortress to the front lines of the Blood War. Whenever Zariel is aboard the flying fortress, its crew complement consists of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Stoyanovich Every hour the characters spend inside the werewolf den, roll a d20. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It’s a meager feast, at best
. The party consists of Kiril Stoyanovich (a werewolf with 90 hit points), six normal werewolves, and nine wolves. All the werewolves arrive in wolf form. If the wolves can see evidence of an assault on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enter into binding deals without some extraordinary circumstances. A deal consists of a proposal that covers the terms each party expects, and a contract that seals the deal and makes it binding
sealed with a contract, the devil returns to the Nine Hells. An archdevil who wishes to make a deal with a character can do so in person or send a minion to propose the deal and negotiate on its
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, snow-covered mountain that you recognize as Icespire Peak, a landmark so enormous as to be visible from Phandalin on a clear day. The mountain dwarfs the fortress, which consists of two separate
, it lets out a roar and takes to the air. As it circles the fortress, it glances around for signs of intrusion. If it finds nothing to attack, it returns to the rooftop and waits for intruders to come
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
no farther falls to the floor inside the curtain. Spell effects that would not reasonably pass through the watery curtain are stopped by the barrier as though it were a solid wall. For example, a magic
missile spell could pass through the curtain to hit creatures on the far side of it, but the explosion from a fireball spell would not get through the barrier. A creature that passes through a watery
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
plan a proper attack. The full assault will be launched fourteen days after the reconnaissance team returns, assuming the mission succeeds at least in part. The council’s hope is that the characters will
causeway. The lizardfolk explain that this site is their former lair, and it consists of a series of natural passages and caves honeycombing the interior of the island. You should give players information
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
in level at the end of each section of the story. Only strong and experienced characters should adventure into these giants’ areas if the party consists of no more than four characters. The
the Thunder Peaks.
Greyhawk. The giants might threaten Geoff, Sterich, or other nearby realms from out of the Crystalmists, the Jotens, or even the infamous Barrier Peaks.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sputtering engine, and is largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the priestesses are alerted. The priestesses try to flee to 24; if one does so, it returns with 5 sahuagin and 1 coral smasher. 27 1 sahuagin champion,* 12 sahuagin, 12 sahuagin coral smashers* These
encountered. 45 Seklaz (sahuagin baron), 1 sahuagin, 1 sahuagin wave shaper* If combat occurs, the sahuagin tries to escape. If it does so, it returns with 5 sahuagin and 1 coral smasher in 5 rounds
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to take her bath. During this time, the cursed spirits of the dryads arise to destroy Red Ruth’s lair as punishment for her crimes. This force consists of two dryad spirits (use the banshee stat
bargain when she returns. Otherwise, the undead tree collapses the entrance to Red Ruth’s hovel. The night hag is not pleased and uses her Etherealness trait to walk through the collapsed entrance of her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Jarûk wears a pair of golden hoop earrings studded with obsidian (500 gp for the pair) and an amber diadem (7,500 gp). These baubles vanish with the dao when he returns to the Elemental Plane of Earth
. Jarûk’s reward consists of a gem of brightness and two common wondrous items: boots of false tracks and an orb of direction (both described below). These items appear only after the characters complete
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unknown distance beyond that is the edge of the world, where the sea flows off the disk of the world and into the starry void. The known world of Theros consists of a long stretch of coastline forming
the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
snare trap. The trap is depicted on map E. Snare Trap. This trap consists of bent saplings and a loop of gore-encrusted rope. A creature that moves, prods, or otherwise disturbs the meat must succeed
the party pays the ogre his asking price, he joins them for a single fight in any of the caves except for the two caves he says are off-limits (cave G and cave K). After the fight, the ogre returns to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
what’s happening in the language of the game. See the “Narration in Combat” section in chapter 2 for more advice and examples. Describing results often leads to another decision point, which returns the flow of the game to step 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Encounters The bulk of a typical D&D session consists of a series of encounters, similar to how a movie is a series of scenes. In each encounter, there are chances for the DM to describe creatures
the language of the game. Describing results often leads to another decision point, which returns the flow of the game to step 1.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
afar. Noxious Stampede The Noxious Stampede consists of nine maelephants (see Morte’s Planar Parade). Their star pitcher, who goes by “Snot Rocket,” shoots stinking balls from its trunk like a cannon
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
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
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
which the gas returns. Console Mishaps 1d12
Mishap
1 The console powers down. It can’t be turned back on, and none of its functions can be activated henceforth. 2–3 Creatures within 5 feet of
cesspit in the floor. The room holds nothing else of interest. S21: Pristine Luxury Suite This luxury suite consists of two rooms separated by a transparent, sliding glass door.
The west room is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
, concludes that it’s nothing of consequence, and returns it to its owner. Dock Ward Courthouse Arrested characters are brought to a courthouse in the Dock Ward and confined to cells (area H8) until their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
them is a potion bottle, but an invisible barrier prevents anyone from touching it. A glyph is etched into the side of the pillar just below the bottle. One more time the couatl speaks, its voice now
spells to help the party. It has been imprisoned a long time and doesn’t know anything about the ruins. It returns to the celestial planes after giving the characters their rewards.
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
malfunction returns to 10 percent.
Random Properties. There are far more possible combinations for the Infernal Machine’s controls than can ever be known or matrixed—especially as the controls
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this level to devastate the party. If the wave shaper gets away, it returns to join the fight along with a guard patrol (see “Patrols in the Lair”). These forces arrive in this area 3d6 + 6 rounds
possessions. He is very grateful to the characters if they rescue him and eager to accompany them for the rest of the adventure (after which he returns to his tribe). He and his giant eel were captured by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters make their way through the tunnels, they might encounter these cultists. A typical encounter consists of two lawful evil human cultists dressed in black robes, each carrying a censer and wearing
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. 18. Troglodyte Warren Most of the troglodytes dwell in a group of dismal caverns
hatchery first, all the troglodytes from the other chambers come to join the fight. 19. Chieftain’s Cave The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
; instead, assume that the entire hoard consists of 10,000 sp, 7,000 gp, and twenty items selected from the table. 6. Aft Battery A 30-foot-high curtain wall with an overhanging rampart (area 17) encloses
for a while. Instead, he returns to one of his many dens — a cave overlooking a river that cuts through the western Starmetal Hills. If the characters require the dragon’s assistance at some later time
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Manual). They keep their treasure in a rusty, barnacle-covered cauldron that’s covered with a lid. The treasure consists of 2,500 sp, 4,000 cp, a 6-inch-tall merman figurine carved out of pale blue
is more than 200 feet from where Nass died, the ghost instantly returns to that spot, regardless of whether the wizard’s corpse is still there. If the ghost is reduced to 0 hit points, it fades away
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
go with food and other supplies throughout the day, watched closely by crew on deck. Map 11.1: The Grand Dame View Player Version The ship’s crew consists of a captain named Nelvin Storn (LE male
golden goose chips in her bag of holding. The bag is also where she keeps the money she receives in trade. At any given time, the bag holds 1d10 × 100 gp. When the ship returns to port, Pow Ming pays
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
it. Activating this sundial returns the characters to the center of the maze. P3: Corner Bowers Sweet, gentle music without a source fills this bower, which consists of a small, circular alcove with a
elf, picnicking in a woodland glade.
The furniture consists of a large four-poster bed, two chests, two worktables, six comfortable-looking chairs, and two couches. One of the couches hangs from the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
especially so when trapped in a dead end in Wave Echo Cave This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially
consists of a thin layer of broken shells from strange, pale mussels. A fishy odor hangs in the air.
A passage leads south from this area, and a set of steps climbs to the east. A sluggish stream flows
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
500 pounds of material. Additionally, if characters are held captive in area 6, their equipment is stored here. Development. When the second orc raiding party returns (five days after the characters
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the castle gatehouse consists of a small courtyard of bare dirt and tufts of wiry grass. A stable stands to the east, the gatehouse to the west, and the main yard of the castle lies to the north. The
returns before dawn and sleeps in his quarters (area K21). In the Great Hall, he is attended by a fathomer named Urshnora and two Crushing Wave reavers (see chapter 7 for both). If a battle breaks out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of long-dead diners. This level of the ship contains three dining rooms. S4a: Southeast Dining Room. A long-shattered skylight in the ceiling of this room is open to the Barrier Peaks. The room
ready for trouble and investigate any wailing from the shriekers. S16: Northern Vegepygmy Colony (Blue) A colony of vegepygmies occupies this section of the ship, which consists of several rooms that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spiral staircase descends 20 feet to area D27. The voice rising up the stairs is chanting in Deep Speech, calling to an entity named Krokulmar. D27: Ritual Room This location consists of two roughly
occupying the same space. Neither can be separated from the other until one or both of them drop to 0 hit points, at which point the fragment of Krokulmar returns to the Far Realm. While under the






