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Returning 35 results for 'beating barriers diffusing contact regarded'.
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Monsters
Baldur’s Gate: Descent into Avernus
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile
Monsters
Bigby Presents: Glory of the Giants
’t regain hit points.A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a
usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust.Drone. The gigant produces a horrid droning sound by rapidly beating its
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.
Roll twice on the Azorius Contacts table (for an ally and a rival) and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gigant A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since
horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gigant A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since
horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gigant A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since
horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warns them about the demonic magic suffusing the crystal and urges them not to come in direct contact with any of the fragments. Characters who are determined to find the stolen chardalyn fragments can
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bonus +3
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bonus +3
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bonus +3
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.
Actions
Multiattack. The
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wounded and Grandolpha can kill him without putting herself in harm’s way, she seizes the opportunity. Throne. Prolonged contact with Xardorok’s chardalyn throne can warp one’s mind. A creature that
remains in contact with the throne for 1 hour gains a random form of indefinite madness (see “Madness” in the Dungeon Master’s Guide). If this madness isn’t cured within 24 hours, it becomes permanent
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wounded and Grandolpha can kill him without putting herself in harm’s way, she seizes the opportunity. Throne. Prolonged contact with Xardorok’s chardalyn throne can warp one’s mind. A creature that
remains in contact with the throne for 1 hour gains a random form of indefinite madness (see “Madness” in the Dungeon Master’s Guide). If this madness isn’t cured within 24 hours, it becomes permanent
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wounded and Grandolpha can kill him without putting herself in harm’s way, she seizes the opportunity. Throne. Prolonged contact with Xardorok’s chardalyn throne can warp one’s mind. A creature that
remains in contact with the throne for 1 hour gains a random form of indefinite madness (see “Madness” in the Dungeon Master’s Guide). If this madness isn’t cured within 24 hours, it becomes permanent
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(southern) part of the cave. Sildar Hallwinter, a human warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting
.) Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(southern) part of the cave. Sildar Hallwinter, a human warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting
.) Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(southern) part of the cave. Sildar Hallwinter, a human warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting
.) Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
tattoo to cast the message spell, communicating only with Vocath. Magical Effects Several magical effects are present on Vocath’s base: Extended Telepathy. Vocath can establish telepathic contact with
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
tattoo to cast the message spell, communicating only with Vocath. Magical Effects Several magical effects are present on Vocath’s base: Extended Telepathy. Vocath can establish telepathic contact with
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
tattoo to cast the message spell, communicating only with Vocath. Magical Effects Several magical effects are present on Vocath’s base: Extended Telepathy. Vocath can establish telepathic contact with
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Detour to Neverwinter Before the characters leave for the lighthouse, or while they are on the High Road traveling toward Neverwinter, Omin Dran makes contact with a “small favor.” Neverwinter is
you to do a little extra work for me. It shouldn’t be too taxing. I have a contact in Neverwinter who’s secured a cache of treasure. Her name is Oppal DeScart, and you can usually find her in a tavern
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Detour to Neverwinter Before the characters leave for the lighthouse, or while they are on the High Road traveling toward Neverwinter, Omin Dran makes contact with a “small favor.” Neverwinter is
you to do a little extra work for me. It shouldn’t be too taxing. I have a contact in Neverwinter who’s secured a cache of treasure. Her name is Oppal DeScart, and you can usually find her in a tavern
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Detour to Neverwinter Before the characters leave for the lighthouse, or while they are on the High Road traveling toward Neverwinter, Omin Dran makes contact with a “small favor.” Neverwinter is
you to do a little extra work for me. It shouldn’t be too taxing. I have a contact in Neverwinter who’s secured a cache of treasure. Her name is Oppal DeScart, and you can usually find her in a tavern
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
any creature within 10 feet of its surface, or an Engulf attack against any creature in contact with its surface. Alternatively, it can replace any of its pseudopod attacks with attempts to shove a
creature within 5 feet of its surface into contact with its surface. See “Shoving a Creature” under “Melee Attacks” in chapter 9 of the Player’s Handbook. To guard the entrance to Kwalish’s lab, a






