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Returning 35 results for 'barriers blending diffusing cracks remain'.
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barrier blending diffusing checks remain
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Strixhaven: A Curriculum of Chaos
will: disguise self, silent image
2/day: charm person
1/day: suggestionOriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching
for powerful but underperforming mages and students who have fallen through the cracks of the institution. The recruiters approach and befriend these individuals either as potential recruits to the
Chime of Opening
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Monsters
Princes of the Apocalypse
pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action.
Summon Elementals (1/Day). Yan-C-Bin summons up
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lord’s Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
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
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
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
fungal servant remain in its possession.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
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
, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
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
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Water Chamber Characters approaching this rough-walled cave hear the sound of pouring water. The water enters through cracks in the 10-foot-high ceiling. Given the rate at which the water flows in
, the characters can easily conclude that the cracks were caused by the tremor they experienced, and it’s only a matter of time before the water floods the entire complex. The water rises at a rate of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
into the cavern or falls into the pool. The inhabitants of Velkynvelve remain unaware that the recent arrival of the demon lord Juiblex in the Underdark has made this ooze particularly aggressive and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
into the cavern or falls into the pool. The inhabitants of Velkynvelve remain unaware that the recent arrival of the demon lord Juiblex in the Underdark has made this ooze particularly aggressive and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Gricks The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
into the cavern or falls into the pool. The inhabitants of Velkynvelve remain unaware that the recent arrival of the demon lord Juiblex in the Underdark has made this ooze particularly aggressive and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them
corner of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in
of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them
corner of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them
corner of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)
4 Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)
4 Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)
4 Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a 2-foot-deep blanket of fog. Nine vampire spawn crawl under the fog and try to remain hidden until Keresta commands them to attack.
Keresta Delvingstone. Keresta looks like a pale woman with a
form, she can pass through the cracks under doors and blend in with the fog to become effectively invisible. The abominable yeti and the vampire spawn fight to the death to protect Keresta, as does
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a 2-foot-deep blanket of fog. Nine vampire spawn crawl under the fog and try to remain hidden until Keresta commands them to attack.
Keresta Delvingstone. Keresta looks like a pale woman with a
form, she can pass through the cracks under doors and blend in with the fog to become effectively invisible. The abominable yeti and the vampire spawn fight to the death to protect Keresta, as does






