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Returning 35 results for 'bat blocks diffusing chained repairing'.
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Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
. Tethering Posts Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral mongrelfolk (see appendix D) named Marzena Belview, the older sister of Mishka
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
. Tethering Posts Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral mongrelfolk (see appendix D) named Marzena Belview, the older sister of Mishka
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
. Tethering Posts Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral mongrelfolk (see appendix D) named Marzena Belview, the older sister of Mishka
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west wing of the lab, two owlbears are chained to the floor, connected by
) force damage. The controls and the wires are self-repairing, and cannot be severed or destroyed. Treasure Any search of the room recovers two vials of thessaltoxin poison (see appendix C) and a vial
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west wing of the lab, two owlbears are chained to the floor, connected by
) force damage. The controls and the wires are self-repairing, and cannot be severed or destroyed. Treasure Any search of the room recovers two vials of thessaltoxin poison (see appendix C) and a vial
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this west wing of the lab, two owlbears are chained to the floor, connected by
) force damage. The controls and the wires are self-repairing, and cannot be severed or destroyed. Treasure Any search of the room recovers two vials of thessaltoxin poison (see appendix C) and a vial
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads
the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness Level 2 Evocation (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, M (bat fur and a piece of coal)
Duration: Concentration, up to 10 minutes
For the
, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to






