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Returning 35 results for 'barriers bottom diffusing counts raids'.
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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
Mordenkainen's Fiendish Folio Volume 1
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
servants are civilized folk who can mingle among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
50 feet long, as you specify. 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 apart
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
Top to Bottom: Fan Token,
Tree Token, Whip Token
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan
Bottom: Swan Boat Token,
Anchor Token, and Bird Token Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
Top to Bottom: Fan Token,
Tree Token, Whip Token
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan
Bottom: Swan Boat Token,
Anchor Token, and Bird Token Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
Top to Bottom: Fan Token,
Tree Token, Whip Token
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan
Bottom: Swan Boat Token,
Anchor Token, and Bird Token Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, other elves. To the dark elves, raiding the surface for captives and treasure isn’t just a cultural and military tradition, but also an economic necessity. Some raids are major operations that involve
slaves into long trains of chattel, kill everyone who resisted, burn everything to the ground, and set their sights on the next town in line. Most of the dark elves’ raids, however, are small, stealthy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, other elves. To the dark elves, raiding the surface for captives and treasure isn’t just a cultural and military tradition, but also an economic necessity. Some raids are major operations that involve
slaves into long trains of chattel, kill everyone who resisted, burn everything to the ground, and set their sights on the next town in line. Most of the dark elves’ raids, however, are small, stealthy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, other elves. To the dark elves, raiding the surface for captives and treasure isn’t just a cultural and military tradition, but also an economic necessity. Some raids are major operations that involve
slaves into long trains of chattel, kill everyone who resisted, burn everything to the ground, and set their sights on the next town in line. Most of the dark elves’ raids, however, are small, stealthy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
around the room): an upside-down Y, a backward J with a small loop at the top, an upside-down F, an upside-down U, a V with a small loop at the bottom, and an H missing its top left stem. When the six
keys (located in areas 7, 10, 13b, 27, and 39a) are placed in their corresponding indentations, a magic mouth spell counts down from 20 seconds (in Common). At the end of the countdown, there is an ear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
around the room): an upside-down Y, a backward J with a small loop at the top, an upside-down F, an upside-down U, a V with a small loop at the bottom, and an H missing its top left stem. When the six
keys (located in areas 7, 10, 13b, 27, and 39a) are placed in their corresponding indentations, a magic mouth spell counts down from 20 seconds (in Common). At the end of the countdown, there is an ear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
around the room): an upside-down Y, a backward J with a small loop at the top, an upside-down F, an upside-down U, a V with a small loop at the bottom, and an H missing its top left stem. When the six
keys (located in areas 7, 10, 13b, 27, and 39a) are placed in their corresponding indentations, a magic mouth spell counts down from 20 seconds (in Common). At the end of the countdown, there is an ear
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even
surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even
surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
travels quickly in almost every world and is likely to attract the attention of vengeful githyanki and githzerai. A gith hunting party counts a nautiloid as the greatest prize it can claim, above even
surface of the ocean, or at the upper levels of the atmosphere — places where raids by their enemies are almost impossible.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
), though the rod’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
battering 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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
), though the rod’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
battering 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
), though the rod’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
battering 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






