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Returning 35 results for 'been barriers diffusing count returning'.
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Monsters
Tyranny of Dragons
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.
Each
Monsters
Candlekeep Mysteries
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
Sarnaster’s Lair
Valin can use her lair actions in any area of the tomb.
Lair Actions
On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following
Monsters
Waterdeep: Dungeon of the Mad Mage
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
mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord
Monsters
Sleeping Dragon’s Wake
mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her
its eggs.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
The dragon creates fog as though it had cast the fog
Monsters
Quests from the Infinite Staircase
entirety of the Eternal Garden.
Lair Actions
On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can’t take the same lair action two
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Monsters
Planescape: Adventures in the Multiverse
escape a darkweaver should think twice about returning to the creature’s lair, though, as darkweavers prioritize their appetites over bargains.A Darkweaver’s Lair
Darkweavers dwell in
darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP).
Lair Actions
On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
throughout the domain. Gardener’s Vigil. The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a d6. On a 1, the Gardener appears on initiative count 20 of the next
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
throughout the domain. Gardener’s Vigil. The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a d6. On a 1, the Gardener appears on initiative count 20 of the next
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
throughout the domain. Gardener’s Vigil. The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a d6. On a 1, the Gardener appears on initiative count 20 of the next
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures
door, the golem prevents the door from being opened. The golem remains stationary and attacks creatures within its reach, returning to its original position only when no other creatures are left in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures
door, the golem prevents the door from being opened. The golem remains stationary and attacks creatures within its reach, returning to its original position only when no other creatures are left in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
happens, all creatures in the vicinity must roll initiative, including the stone golem. The skull acts on initiative count 30 and again on initiative count 15. On each of the skull’s turns, all creatures
door, the golem prevents the door from being opened. The golem remains stationary and attacks creatures within its reach, returning to its original position only when no other creatures are left in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
full-fledged demonic incursion takes time to develop. A demon prince might rampage across a world for a few days or weeks before returning home, but that event doesn’t qualify as an incursion. After
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
full-fledged demonic incursion takes time to develop. A demon prince might rampage across a world for a few days or weeks before returning home, but that event doesn’t qualify as an incursion. After
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
full-fledged demonic incursion takes time to develop. A demon prince might rampage across a world for a few days or weeks before returning home, but that event doesn’t qualify as an incursion. After
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
Maegera’s initiative count. Maegera can’t use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera’s commands and fights until destroyed.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
Maegera’s initiative count. Maegera can’t use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera’s commands and fights until destroyed.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
Maegera’s initiative count. Maegera can’t use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera’s commands and fights until destroyed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
XP). Lair Actions On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to
special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to
special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to
special devotion, they organize a rrakkma — an illithid hunting party — to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
XP). Lair Actions On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
XP). Lair Actions On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. 7 You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity
(Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. 8 A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. 7 You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity
(Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. 8 A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. 7 You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity
(Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 bludgeoning damage, and the brawlers count as 10 feet of difficult terrain. 8 A
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
in the camp, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty — effectively an unlimited supply if characters get the idea of fighting them all
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
in the camp, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty — effectively an unlimited supply if characters get the idea of fighting them all
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty—effectively an unlimited supply if characters get the idea of fighting them all. Captured! If
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty—effectively an unlimited supply if characters get the idea of fighting them all. Captured! If
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty—effectively an unlimited supply if characters get the idea of fighting them all. Captured! If
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the camp recognizes the character. If characters are wearing Cult of the Dragon regalia taken from the rearguard, the characters have disadvantage on this roll because no one returning to camp at
in the camp, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty — effectively an unlimited supply if characters get the idea of fighting them all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
appear in front of the planar rift. On initiative count 10 each round, roll on the Far Realm Friends table to determine which of those manifestations vanishes from before the rift, appears suddenly in
Whichever Far Realm friend appears in combat lingers on the battlefield until initiative count 0, when it vanishes and reappears before the rift again. Each Far Realm version of an Acquisitions






