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Returning 35 results for 'barriers broader diffusing contiguous remains'.
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Spells
Player’s Handbook
cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is
can’t exceed 50 contiguous 10-foot Cube;Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings
Magic Items
Dungeon Master’s Guide
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
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
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
Monsters
Candlekeep Mysteries
unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit
role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they
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
. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of
Monsters
Candlekeep Mysteries
Magic Resistance. Valin has advantage on saving throws against spells and other magical effects.
Rejuvenation. While her heart remains in Alessia’s body, Valin re-forms inside her sarcophagus
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
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
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. Beyond
contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and half her face is smashed, but the faint image of a kindly smile remains.
The sanctum is made of polished obsidian stone, with vaulted ceilings that are 20 feet high. The interior of the sanctum
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and half her face is smashed, but the faint image of a kindly smile remains.
The sanctum is made of polished obsidian stone, with vaulted ceilings that are 20 feet high. The interior of the sanctum
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and half her face is smashed, but the faint image of a kindly smile remains.
The sanctum is made of polished obsidian stone, with vaulted ceilings that are 20 feet high. The interior of the sanctum
following: This goblinoid figure is taller and broader than the other goblins you’ve encountered, and a gnarled crystal has split his skull open to reveal his brain. He turns, eyes and veins glowing an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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)
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
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 magnetic north.) The rod also gives you knowledge
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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 magnetic north.) The rod also gives you knowledge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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->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
’-wisp that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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->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
’-wisp that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
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
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
’-wisp that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.






