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Returning 25 results for 'before barrier diffusing causing raising'.
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Monsters
Eberron: Forge of the Artificer
using Wisdom as the spellcasting ability (spell save DC 13):
At Will : Guidance
1/Day Each: Detect Thoughts, See InvisibilitySpontaneous Barrier (Recharge 4–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Spontaneous Barrier"}. Trigger: The inquisitive or an ally it can see is hit with an attack roll. Response: The inquisitive adds 2 to its or the ally’s AC against that
Monsters
Fizban's Treasury of Dragons
: dimension door, disguise self, sendingMagic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its
AC against that attack and potentially causing the attack to miss.The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
some more esoteric barrier. Beyond the form the locks and keys take, you might also consider adjusting the creatures depicted with each lock to suit your adventures. Just keep in mind that the number of
teeth on each key must match the number of letters in your substitutions, and those substitutions should be things the characters can identify. Raising the Difficulty Rather than associating each lock
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Wisdom saving throw. On a failed save, the competitor flinches, causing the mud barrier to crack. If the barrier cracks, at the start of each of the competitor’s turns, the competitor must succeed on a
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
capstan’s spokes has a hidden button. Pressing the button unlocks and locks the capstan. While unlocked, a creature can use their action to turn the capstan clockwise, raising the six ballistae and the
press the button, causing the panther head attached to the aft of the ship to release a 20-foot-square patch of oil onto the surface of the sea, which the head then ignites by releasing a jet of flame
Compendium
- Sources->Dungeons & Dragons->Divine Contention
always operated by at least one member of the crew. A trap door in the floor opens when the crank in area T5 is pulled, raising the antimagic crystal onto this deck. T4. Twinkle Captain’s Cabin The door
lever, causing the floor beneath the antimagic crystal to rise on a pillar and the trap door in area T3 to open, placing the crystal in area T3. Pulling the lever again causes the crystal to drop back
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
: dimension door, disguise self, sending
Reactions
Magic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
planetar sneaks through a crypt in hopes of raising one of its god’s agents from the dead. The angel reveals itself to the characters and asks for help in finding its way. 5 The party unknowingly enters a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for 1 minute. When the gate closes, a different random gear pops out slightly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
six goblins guarding the room. If the characters get this far without raising the alarm and present themselves to Guh, she initially doesn’t know what to make of them. Are they servants sent by one of
, figure out how to sever a wagon axle with a single hit, causing the wagon bed to fall and spilling Guh onto the floor. Hitting the axle just right requires a successful melee or ranged attack against AC
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. When an untethered creature is shoved or otherwise moved across the floor, it travels in one direction and does not stop until it comes into contact with a wall or other barrier. The alcoves contain
causing it to emit a magical magnetic field. Each creature in the room wearing metal armor is pulled to the sphere and becomes stuck to it, as does any metal weapon or object that isn’t secured or
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
, causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.
Conjurer Wizard
illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
when a creature sits on it. Awakened Giant Goats The characters come upon three giant goats, each of which has received the benefit of an awaken spell, raising its Intelligence score to 10 and granting
around her. If the kite’s taunts are muted for at least 1 minute using a silence spell or similar magic, Feenia’s mood improves, causing the wind to abate and the kite to fall. The same thing happens if a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing
Dexterity saving throw or take 55 (10d10) Bludgeoning damage and have the Prone condition. The stone stops when it hits a wall or similar barrier. It can’t go around corners, but creative dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, causing the creature to fall into the pit. The lid remains open thereafter. A creature that falls into the pit takes 3 (1d6) Bludgeoning damage from the fall. Detect and Disarm. As a Study action, a
a wall or similar barrier. It can’t go around corners, but creative dungeon builders incorporate curving turns into nearby passages that allow the stone to keep moving. Detect and Disarm. As a Study
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
enormous black dragon perches on a bluff that rises 40 feet above a burbling acid pool. Raising a scarred eyebrow, the dragon sneers.
“Of course the Corsairs couldn’t stop you,” the dragon rumbles
refuses to stand down, hand over any of his loot, or stop terrorizing the coast. He delights in causing pain and suffering. If conversation drags on too long, Sablewing gets bored and starts combat
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the water wheel axle, which immediately causes the elevator platform to stop. Moving the lever back up reconnects the elevator to the axle, causing the platform to move again. A creature that can reach
the lever can use its action to make a DC 17 Strength (Athletics) check, raising or lowering the lever on a success. The chains supporting the platform are rusty but large and secure. The platform can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
middle of the room, a duergar has been shackled to a chair. Her flesh is covered with blisters. A pair of hooded duergar prod her with hot iron rods, searing her flesh and causing her to bellow in agony
X32, making that tunnel safe to traverse. Raising the lever reactivates the trap. X37. Treasure Vault The characters can see into this room through the bars of the portcullis that blocks its entrance
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
open them. The kobolds are unaware of the secret door concealing area N16, having never visited that part of the lair.) Wyrmlings. Nakari rescued a pair of wyrmlings from the nearby forest and is raising
cave appears to hold nine boulders, but three are Galeb Duhr that are singing while rolled up. Their song is quiet but deep and resonant, causing vibrations in the floor. If the galeb duhr notice the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hobgoblins in area E10 within an hour or two. E2. Columned Chamber If the characters come here without raising an alarm, read the following text: The hall widens to form a domed chamber supported by four
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of long-dead diners. This level of the ship contains three dining rooms. S4a: Southeast Dining Room. A long-shattered skylight in the ceiling of this room is open to the Barrier Peaks. The room
corpse’s neck. The corpse conceals a patch of yellow mold. If touched, the corpse slumps forward, causing the mold to eject its spores. A character who examines the corpse and succeeds on a DC 18 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
keyhole magically appears on the door’s surface. Turning the key clockwise in the keyhole unlocks both carriage doors and animates the glass pegasi, causing them to stamp their hooves impatiently
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated






