Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers being diffusing colors reduced'.
Other Suggestions:
barrier being diffusing color reduced
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer 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
","rollAction":"Devour Intellect"}: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of
Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
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
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the unconscious condition and is stable instead of dying.
Spell Refuge. When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
minutes, sometimes for hours. Any such shift happens at your discretion and lasts as long as you want. When an area slides into the Shadowfell, all colors and lights within the area become muted as described above.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
colors in that darkness only as shades of gray. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance
. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
minutes, sometimes for hours. Any such shift happens at your discretion and lasts as long as you want. When an area slides into the Shadowfell, all colors and lights within the area become muted as described above.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
colors in that darkness only as shades of gray. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance
. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
colors in that darkness only as shades of gray. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance
. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
minutes, sometimes for hours. Any such shift happens at your discretion and lasts as long as you want. When an area slides into the Shadowfell, all colors and lights within the area become muted as described above.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and Undercommon but doesn’t speak, telepathy 60 ft.
Challenge 10 (5,900 XP)
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it’s wearing or
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and Undercommon but doesn’t speak, telepathy 60 ft.
Challenge 10 (5,900 XP)
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it’s wearing or
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and Undercommon but doesn’t speak, telepathy 60 ft.
Challenge 10 (5,900 XP)
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it’s wearing or
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is reduced by 1d6 + 6 years, to a minimum of 13 years. Elysian Cherry Trees. Elysian cherry trees line all four sides of the terrace and are the primary source of this region’s miraculous health. A
Map: The Garden of Everflowing Springs View Player Version A palatial apartment crowns the gardens. Wide arches leave it open to the air, and tattered silks of many colors swoop from the vaulted ceiling
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is reduced by 1d6 + 6 years, to a minimum of 13 years. Elysian Cherry Trees. Elysian cherry trees line all four sides of the terrace and are the primary source of this region’s miraculous health. A
Map: The Garden of Everflowing Springs View Player Version A palatial apartment crowns the gardens. Wide arches leave it open to the air, and tattered silks of many colors swoop from the vaulted ceiling
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is reduced by 1d6 + 6 years, to a minimum of 13 years. Elysian Cherry Trees. Elysian cherry trees line all four sides of the terrace and are the primary source of this region’s miraculous health. A
Map: The Garden of Everflowing Springs View Player Version A palatial apartment crowns the gardens. Wide arches leave it open to the air, and tattered silks of many colors swoop from the vaulted ceiling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
matching red goggles. An oversized birdcage dangles from her broom.”
The dragon is Renesnuprah, now a time dragon wyrmling (see Morte’s Planar Parade) reduced to 10 hit points. The dragon quickly spots
and departs. If the characters attack Trikante, she is a formidable foe. She fights until she’s allowed to reclaim the wyrmling or she’s reduced to 50 or fewer hit points, at which point she flees on
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
matching red goggles. An oversized birdcage dangles from her broom.”
The dragon is Renesnuprah, now a time dragon wyrmling (see Morte’s Planar Parade) reduced to 10 hit points. The dragon quickly spots
and departs. If the characters attack Trikante, she is a formidable foe. She fights until she’s allowed to reclaim the wyrmling or she’s reduced to 50 or fewer hit points, at which point she flees on
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
matching red goggles. An oversized birdcage dangles from her broom.”
The dragon is Renesnuprah, now a time dragon wyrmling (see Morte’s Planar Parade) reduced to 10 hit points. The dragon quickly spots
and departs. If the characters attack Trikante, she is a formidable foe. She fights until she’s allowed to reclaim the wyrmling or she’s reduced to 50 or fewer hit points, at which point she flees on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. His Lightning Breath becomes Shadow Breath, dealing necrotic damage instead of lightning damage. A humanoid reduced to 0
natural colors are restored, but the stench of death lingers (see “Into the Shadowfell”). The fog encountered throughout Vanrakdoom is not a byproduct of Umbraxakar’s despair and remains until Keresta is destroyed.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
upon which you stand. The room then melts away amid an explosion of colors, textures, and sounds that place you on the deck of a ship that is shaped like a gigantic hammerhead shark. The ship is situated
creates. Damage. Any character who is reduced to 0 hit points by the simulation falls unconscious but isn’t dying. The character remains unconscious until the simulation ends, at which point the character
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
upon which you stand. The room then melts away amid an explosion of colors, textures, and sounds that place you on the deck of a ship that is shaped like a gigantic hammerhead shark. The ship is situated
creates. Damage. Any character who is reduced to 0 hit points by the simulation falls unconscious but isn’t dying. The character remains unconscious until the simulation ends, at which point the character
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. His Lightning Breath becomes Shadow Breath, dealing necrotic damage instead of lightning damage. A humanoid reduced to 0
natural colors are restored, but the stench of death lingers (see “Into the Shadowfell”). The fog encountered throughout Vanrakdoom is not a byproduct of Umbraxakar’s despair and remains until Keresta is destroyed.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
upon which you stand. The room then melts away amid an explosion of colors, textures, and sounds that place you on the deck of a ship that is shaped like a gigantic hammerhead shark. The ship is situated
creates. Damage. Any character who is reduced to 0 hit points by the simulation falls unconscious but isn’t dying. The character remains unconscious until the simulation ends, at which point the character






