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Returning 35 results for 'barriers both diffusing carrying revel'.
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Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.A kind of yugoloth
rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams.
Since dhergoloths are little more than
Monsters
Spelljammer: Adventures in Space
lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom.
Githyanki
Githyanki descend from an ancient people who were also the
Step"}. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for
. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
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
Waterdeep: Dungeon of the Mad Mage
.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
periapt can speak telepathically with the holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls.PoisonCold, Lightning, Necrotic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom. Githyanki Buccaneer
Medium Humanoid (Gith), Any Alignment
Armor Class 16 (breastplate)
Hit Points
4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom. Githyanki Buccaneer
Medium Humanoid (Gith), Any Alignment
Armor Class 16 (breastplate)
Hit Points
4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom. Githyanki Buccaneer
Medium Humanoid (Gith), Any Alignment
Armor Class 16 (breastplate)
Hit Points
4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also
.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also
.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also
.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family
into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the
statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the
statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a
wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family
into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a
wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family
into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a
wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the
statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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. 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->Monster Manual (2014)
into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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. 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->Monster Manual (2014)
into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the






