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Returning 35 results for 'barriers bad diffusing causes require'.
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barrier bad diffusing cause required
barriers bad diffusing cause require
barrier bad diffusing cause requires
barrier bad diffusing cause require
barriers bad diffusing cause required
Magic Items
Dungeon Master’s Guide
push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head
apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The collector has advantage on saving throws against spells and other magical effects.
Unusual Nature. The collector doesn’t require air, food, drink, or sleep.Multiattack
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Monsters
Candlekeep Mysteries
’t require air, food, drink, or sleep.Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +10 ;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"}to hit, reach 5 ft
":"force"} force damage.Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.A mummy lord’s organs
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
doesn't require air, food, drink, or sleep.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
indefinitely.
Unusual Nature. The gadabout doesn’t require food or sleep.Multiattack. The gadabout makes two Branch attacks.
Branch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType
target to escape the grapple causes the gadabout to use its reaction to move into the nearest unoccupied space. While grappled by the gadabout, the target determines where the gadabout moves on the
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end
, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld
Monsters
Mordenkainen Presents: Monsters of the Multiverse
doesn’t require air or sleep.Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed
, insatiable thirst for blood remains.
Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain 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 creature
is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.
Unusual Nature. The brain doesn’t require air, food
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.
Unusual Nature. The tomb tapper doesn't require air or
Monsters
The Wild Beyond the Witchlight
doll doesn’t require air, food, drink, or sleep.Grabby Hands. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType":"to hit", "rollAction":"Grabby Hands"} to hit, reach 5 ft., one creature
or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds
Monsters
Spelljammer: Adventures in Space
Unusual Nature. The scavver doesn’t require air.Swallowing Bite. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Swallowing Bite"} to hit, reach 10 ft., one
. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook.
A void scavver can emit an invisible ray from its eye that causes its target to feel fear even
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
’t take the same lair action two rounds in a row:
Deadly Utterance. Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word
Monsters
Icewind Dale: Rime of the Frostmaiden
Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long
imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual Nature. The emissary doesn’t require air, food, drink, or sleep.Multiattack. The
.
Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
You study the puzzles of mortal natures. You’ve seen followers of evil deities perform
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mapping the Chase When you plan a chase, draw a rough map that shows the route. Insert obstacles and complications at specific points, especially ones that require the characters to make ability
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mapping the Chase When you plan a chase, draw a rough map that shows the route. Insert obstacles and complications at specific points, especially ones that require the characters to make ability
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mapping the Chase When you plan a chase, draw a rough map that shows the route. Insert obstacles and complications at specific points, especially ones that require the characters to make ability
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
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->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
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
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
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->The Book of Many Things
Doors and Key Cards Doors in the Donjon Sphere are made of the same space metals as the outer surface. A magical sensor above each doorway detects movement within 10 feet, which causes the door to
open until no more movement is detected. Some doors are color coded and require a key card to open. A creature carrying the appropriate key card can open a locked door by standing within 10 feet of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here






