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Returning 35 results for 'barriers being diffusing creatures reaper'.
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Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Innate
self, sanctuaryMultiattack. The reaper makes two dagger attacks and uses Shroud Self.
Dagger. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Dagger"} to
Detect Poison and Disease
Legacy
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Spells
Basic Rules (2014)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in
each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such
blesses with darkvision and superior stealth. Reaper of Bhaal;Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest
Monsters
Ghosts of Saltmarsh
actions at the start of its turn.
Bite. The statue makes one bite attack.
Blood Reaper. All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage.
Move. The statue moves up to its speed without provoking opportunity attacks.Lightning, PoisonForce
Monsters
Baldur’s Gate: Descent into Avernus
Aura of Murder. As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage
darkvision and superior stealth. Reaper of Bhaal;Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who
Spells
The Book of Many Things
You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0
verbal commands (no action required by you). If you don’t issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.
Reaper Spirit
Medium Undead, Neutral
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
free to catch the weapon.The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar 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
operate a new mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness — or that were tasked
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord
, 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
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you
Monsters
Candlekeep Mysteries
dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Incorporeal Movement. Miirym can move through other creatures and objects as if they were difficult terrain. She takes 5
Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
Monsters
Tyranny of Dragons
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results
Monsters
Candlekeep Mysteries
energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other
Monsters
Candlekeep Mysteries
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
Monsters
Waterdeep: Dungeon of the Mad Mage
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Improved Reaper Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within
Cleric: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Improved Reaper Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within
Cleric: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Improved Reaper Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within
Cleric: Death Domain The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Challenge Ratings Creatures by Challenge Rating CR Creature 1/2 Giant lynx 1 Bag jelly 1 Giant ram 1 Grinning cat 2 Giant tick 3 Giant goose 3 Giant ox 3 Goliath giant-kin 3 Mud hulk 3 Spotted
Yeenoghu 11 Firegaunt 11 Fire hellion 11 Frost giant of Evil Water 11 Storm crab 12 Cloud giant of Evil Air 12 Death giant reaper 12 Fomorian warlock of the dark 12 Hill giant avalancher 12 Stalker of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Challenge Ratings Creatures by Challenge Rating CR Creature 1/2 Giant lynx 1 Bag jelly 1 Giant ram 1 Grinning cat 2 Giant tick 3 Giant goose 3 Giant ox 3 Goliath giant-kin 3 Mud hulk 3 Spotted
Yeenoghu 11 Firegaunt 11 Fire hellion 11 Frost giant of Evil Water 11 Storm crab 12 Cloud giant of Evil Air 12 Death giant reaper 12 Fomorian warlock of the dark 12 Hill giant avalancher 12 Stalker of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Challenge Ratings Creatures by Challenge Rating CR Creature 1/2 Giant lynx 1 Bag jelly 1 Giant ram 1 Grinning cat 2 Giant tick 3 Giant goose 3 Giant ox 3 Goliath giant-kin 3 Mud hulk 3 Spotted
Yeenoghu 11 Firegaunt 11 Fire hellion 11 Frost giant of Evil Water 11 Storm crab 12 Cloud giant of Evil Air 12 Death giant reaper 12 Fomorian warlock of the dark 12 Hill giant avalancher 12 Stalker of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Spells This section contains spells DMs can make available to characters and creatures in their campaigns. The Spells table lists these spells, ordered by level; it also notes each spell’s school of
uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Spells This section contains spells DMs can make available to characters and creatures in their campaigns. The Spells table lists these spells, ordered by level; it also notes each spell’s school of
uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
other oversized creatures out of places controlled by House Freth. The crisscrossing cables have gaps between them that Medium and smaller creatures can slip through easily. Larger creatures that can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
other oversized creatures out of places controlled by House Freth. The crisscrossing cables have gaps between them that Medium and smaller creatures can slip through easily. Larger creatures that can






