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Returning 35 results for 'barriers blood diffusing continual rolling'.
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Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Magic Items
Bigby Presents: Glory of the Giants
The hilt of this sword bears a carnelian engraved with the blood rune.
You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Invoking the Rune
then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll
Monsters
Out of the Abyss
10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw
random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the
Monsters
Out of the Abyss
). The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it
infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the
Monsters
Out of the Abyss
fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 10 Constitution
gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way
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
with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.
The Netherese sent the thaluud into the Underdark to exterminate
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
fingers and a thumb on each hand.
The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon
to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.
A continual drive for
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can’t be
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Immolating Gaze", "rollDamageType":"fire"} fire damage.Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Magic Items
The Wild Beyond the Witchlight
cauldron has the following random properties:
1 minor beneficial property (determined by rolling on the Minor Beneficial Properties table in the Dungeon Master’s Guide)
1 minor detrimental
property (determined by rolling on the Minor Detrimental Properties table in the Dungeon Master’s Guide)
Iggwilv's Cauldron Gold;Gold Cauldron. The gold cauldron has the following properties
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
red tinge in the area between the pillars, each of which is painted with the fearsome image of a 20-foot-tall minotaur painted in blood.
Any character who succeeds on a DC 15 Intelligence (Religion
conflicting flaw and is determined by rolling on the Madness of Baphomet table. A creature that succeeds on the saving throw can’t be affected by the pillars again for 24 hours. Madness of Baphomet
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Dungeon Master, so it’s my job to tell you what’s happening in the world around you and rolling any dice for the monster. You’re playing the heroes!
Read this text to set the scene: Your journey has been
smooth sailing so far. You left the bustling port of Neverwinter a few days ago, heading for an island with the foreboding name of Stormwreck Isle. But you woke this morning to a blood-red sunrise
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
various objects upon which continual flame spells have been cast. Scurrying around the room is an otter dressed in a tiny red cassock. The otter mumbles to itself in Common, mentioning something about a
trinket, determined by rolling on the Trinkets table in chapter 5 of the Player’s Handbook. Traxigor doesn’t care if the character keeps the trinket or not, and doesn’t remember how or when he acquired it.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
various objects upon which continual flame spells have been cast. Scurrying around the room is an otter dressed in a tiny red cassock. The otter mumbles to itself in Common, mentioning something about a
trinket, determined by rolling on the Trinkets table in chapter 5 of the Player’s Handbook. Traxigor doesn’t care if the character keeps the trinket or not, and doesn’t remember how or when he acquired it.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end. THE ENTITY
Krokulmar, the entity at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
red tinge in the area between the pillars, each of which is painted with the fearsome image of a 20-foot-tall minotaur painted in blood.
Any character who succeeds on a DC 15 Intelligence (Religion
conflicting flaw and is determined by rolling on the Madness of Baphomet table. A creature that succeeds on the saving throw can’t be affected by the pillars again for 24 hours. Madness of Baphomet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
red tinge in the area between the pillars, each of which is painted with the fearsome image of a 20-foot-tall minotaur painted in blood.
Any character who succeeds on a DC 15 Intelligence (Religion
conflicting flaw and is determined by rolling on the Madness of Baphomet table. A creature that succeeds on the saving throw can’t be affected by the pillars again for 24 hours. Madness of Baphomet
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Dungeon Master, so it’s my job to tell you what’s happening in the world around you and rolling any dice for the monster. You’re playing the heroes!
Read this text to set the scene: Your journey has been
smooth sailing so far. You left the bustling port of Neverwinter a few days ago, heading for an island with the foreboding name of Stormwreck Isle. But you woke this morning to a blood-red sunrise
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Dungeon Master, so it’s my job to tell you what’s happening in the world around you and rolling any dice for the monster. You’re playing the heroes!
Read this text to set the scene: Your journey has been
smooth sailing so far. You left the bustling port of Neverwinter a few days ago, heading for an island with the foreboding name of Stormwreck Isle. But you woke this morning to a blood-red sunrise
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end. THE ENTITY
Krokulmar, the entity at the






