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Returning 35 results for 'barriers been diffusing cornered result'.
Monsters
Phandelver and Below: The Shattered Obelisk
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
;{"diceNotation":"1d100","rollType":"roll","rollAction":"Misleading Result Chance"} chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
play without end. Ernest the monkey turns the handle of a piano roll; the punched holes in the roll of parchment provide the melody. Ernest has the mind of a middle-aged human, the result of a prank
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
play without end. Ernest the monkey turns the handle of a piano roll; the punched holes in the roll of parchment provide the melody. Ernest has the mind of a middle-aged human, the result of a prank
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
play without end. Ernest the monkey turns the handle of a piano roll; the punched holes in the roll of parchment provide the melody. Ernest has the mind of a middle-aged human, the result of a prank
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters but attacks if cornered. If the characters capture or kill the cat, this encounter doesn’t occur again. If this result comes up again, treat it as no encounter. Blinsky Toy A Blinsky toy is
. If the characters confront her, the old bat spits at them and begins casting a spell. This encounter happens only once. If this result comes up again, treat it as no encounter. Black Cat The darkness
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters but attacks if cornered. If the characters capture or kill the cat, this encounter doesn’t occur again. If this result comes up again, treat it as no encounter. Blinsky Toy A Blinsky toy is
. If the characters confront her, the old bat spits at them and begins casting a spell. This encounter happens only once. If this result comes up again, treat it as no encounter. Black Cat The darkness
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters but attacks if cornered. If the characters capture or kill the cat, this encounter doesn’t occur again. If this result comes up again, treat it as no encounter. Blinsky Toy A Blinsky toy is
. If the characters confront her, the old bat spits at them and begins casting a spell. This encounter happens only once. If this result comes up again, treat it as no encounter. Black Cat The darkness
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
significant amount of time, the area starts to warp in response to the abyssal energy that churns within it. If a demonic infestation is left unchecked, a portal to the Abyss is the result, and more and
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
significant amount of time, the area starts to warp in response to the abyssal energy that churns within it. If a demonic infestation is left unchecked, a portal to the Abyss is the result, and more and
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
significant amount of time, the area starts to warp in response to the abyssal energy that churns within it. If a demonic infestation is left unchecked, a portal to the Abyss is the result, and more and
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
out and about. Reroll the result if it doesn’t make sense given the time of day. Random Urban Encounters d12 + d8 Encounter 2 Animals on the loose 3 Announcement 4 Brawl 5 Bullies 6 Companion 7
trinket. You can determine the trinket by rolling on the Trinkets table in the Player’s Handbook. Guard Harassment. The adventurers are cornered by 1d4 + 1 guards eager to throw their weight around
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
out and about. Reroll the result if it doesn’t make sense given the time of day. Random Urban Encounters d12 + d8 Encounter 2 Animals on the loose 3 Announcement 4 Brawl 5 Bullies 6 Companion 7
trinket. You can determine the trinket by rolling on the Trinkets table in the Player’s Handbook. Guard Harassment. The adventurers are cornered by 1d4 + 1 guards eager to throw their weight around
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
races from Droaam. As a result, members of the Finders’ Guild can expect at least a modicum of respect while traveling in Droaam Gatekeepers. House Tharashk and the druidic sect of the Gatekeepers share
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
races from Droaam. As a result, members of the Finders’ Guild can expect at least a modicum of respect while traveling in Droaam Gatekeepers. House Tharashk and the druidic sect of the Gatekeepers share
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
races from Droaam. As a result, members of the Finders’ Guild can expect at least a modicum of respect while traveling in Droaam Gatekeepers. House Tharashk and the druidic sect of the Gatekeepers share
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
out and about. Reroll the result if it doesn’t make sense given the time of day. Random Urban Encounters d12 + d8 Encounter 2 Animals on the loose 3 Announcement 4 Brawl 5 Bullies 6 Companion 7
trinket. You can determine the trinket by rolling on the Trinkets table in the Player’s Handbook. Guard Harassment. The adventurers are cornered by 1d4 + 1 guards eager to throw their weight around
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The west end of the room is blocked by fallen stone and rubble, apparently the result of a collapse. The two side walls appear to have several niches cut into them.
The shape in the center of the
garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The west end of the room is blocked by fallen stone and rubble, apparently the result of a collapse. The two side walls appear to have several niches cut into them.
The shape in the center of the
garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. The west end of the room is blocked by fallen stone and rubble, apparently the result of a collapse. The two side walls appear to have several niches cut into them.
The shape in the center of the
garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
beast retreats to a safe distance. If it’s cornered and doesn’t like its chances of survival, it bargains or pleads for its life. An awakened beast knows its territory well and can point characters to
chwinga must make a Dexterity (Sleight of Hand) check. If the check result exceeds the character’s passive Wisdom (Perception) score, the chwinga snatches the item and disappears without the theft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
beast retreats to a safe distance. If it’s cornered and doesn’t like its chances of survival, it bargains or pleads for its life. An awakened beast knows its territory well and can point characters to
chwinga must make a Dexterity (Sleight of Hand) check. If the check result exceeds the character’s passive Wisdom (Perception) score, the chwinga snatches the item and disappears without the theft
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
beast retreats to a safe distance. If it’s cornered and doesn’t like its chances of survival, it bargains or pleads for its life. An awakened beast knows its territory well and can point characters to
chwinga must make a Dexterity (Sleight of Hand) check. If the check result exceeds the character’s passive Wisdom (Perception) score, the chwinga snatches the item and disappears without the theft
Compendium
- Sources->Dungeons & Dragons->Divine Contention
council!
A boneclaw has cornered Councilor Estapaar and is preparing to slay her. Estapaar is a veteran, but she is currently restrained underneath the rowboat. To free the councilor, characters
storm!
Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
council!
A boneclaw has cornered Councilor Estapaar and is preparing to slay her. Estapaar is a veteran, but she is currently restrained underneath the rowboat. To free the councilor, characters
storm!
Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
council!
A boneclaw has cornered Councilor Estapaar and is preparing to slay her. Estapaar is a veteran, but she is currently restrained underneath the rowboat. To free the councilor, characters
storm!
Ularan Mortus has sent his dragon to crush his enemies. Claugiyliamatar is an ancient green dragon, except her breath weapon deals necrotic damage instead of poison damage as a result of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
, and area 33) to be with his mother. If he is captured or cornered, he declares that he is the son of Duke Zalto, hoping to cow his captors into letting him go. Zaltember doesn’t know where his father
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
, and area 33) to be with his mother. If he is captured or cornered, he declares that he is the son of Duke Zalto, hoping to cow his captors into letting him go. Zaltember doesn’t know where his father
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enough to pass for a Ten-Towner. Any character who doubts Pekoe’s story can make a Wisdom (Insight) check; if the character’s check result is higher than the doppelganger’s Charisma (Deception) check
result, the character senses that something is off about Pekoe but can’t tell what. The doppelganger tries to acquire some cold weather clothing and remains with the party until it reaches Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enough to pass for a Ten-Towner. Any character who doubts Pekoe’s story can make a Wisdom (Insight) check; if the character’s check result is higher than the doppelganger’s Charisma (Deception) check
result, the character senses that something is off about Pekoe but can’t tell what. The doppelganger tries to acquire some cold weather clothing and remains with the party until it reaches Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
, and area 33) to be with his mother. If he is captured or cornered, he declares that he is the son of Duke Zalto, hoping to cow his captors into letting him go. Zaltember doesn’t know where his father
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enough to pass for a Ten-Towner. Any character who doubts Pekoe’s story can make a Wisdom (Insight) check; if the character’s check result is higher than the doppelganger’s Charisma (Deception) check
result, the character senses that something is off about Pekoe but can’t tell what. The doppelganger tries to acquire some cold weather clothing and remains with the party until it reaches Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wriggle out of the window and drop to the garden below (area M14). Hellenrae flees by this route if she is cornered and doesn’t believe she can defeat her enemies. Treasure Hellenrae has little interest
result is 18 or higher, a random encounter occurs. Roll a d6 for day encounters, or a d8 for night encounters: d6 (d8) Encounter 1 1d4 commoners (see area M19) 2 As per result 1, plus 1 orog (see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wriggle out of the window and drop to the garden below (area M14). Hellenrae flees by this route if she is cornered and doesn’t believe she can defeat her enemies. Treasure Hellenrae has little interest
result is 18 or higher, a random encounter occurs. Roll a d6 for day encounters, or a d8 for night encounters: d6 (d8) Encounter 1 1d4 commoners (see area M19) 2 As per result 1, plus 1 orog (see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wriggle out of the window and drop to the garden below (area M14). Hellenrae flees by this route if she is cornered and doesn’t believe she can defeat her enemies. Treasure Hellenrae has little interest
result is 18 or higher, a random encounter occurs. Roll a d6 for day encounters, or a d8 for night encounters: d6 (d8) Encounter 1 1d4 commoners (see area M19) 2 As per result 1, plus 1 orog (see






