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Returning 20 results for 'before barrier diffusing connect restores'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other
way than walking up the main path quickly leads characters into densely tangled brush that is all but impassable, and that doesn’t physically connect to any tower entrance. Characters who cut their way
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
than walking up the main path quickly leads characters into densely tangled brush that is all but impassable, and that doesn’t physically connect to any tower entrance. Characters who cut their way
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
chapter). The most dangerous places include those described below. Barrier Peaks. These forbidding highlands are home to strange monsters. “Expedition to the Barrier Peaks,” an adventure in Quests from the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
concerns, and he believes that the secrets of the technology found in the Barrier Peaks hold a vast potential to advance knowledge. If questioned, he proudly details his experiments (including with
the powered armor), as well as the complete history of his time in the Barrier Peaks. If pressed, he talks of how he salvaged the minds of the members of his first expedition only after they were slain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature is pushed to one side of the barrier or the other (its choice). On a failed save, the creature is pinned under the wall, falls prone, and takes 44 (8d10) bludgeoning damage. A pinned creature is
doorways connect area 58 to areas 60 and area 63. Area 59 is cut off, as are exits to areas 61, area 62, and area 67. Configuration 2. An open doorway connects areas 58 and area 63, but a doorway leading
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
. See appendix C for Garret’s stat block. Value to the Party. Garret can draw the maps requested by the Cartophile. He also knows several rumors (both true and false) regarding the Barrier Peaks, and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect
appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
like a cocoon. The throne’s base is shaped from a dark, alien metal. Dozens of thick copper wires connect it to plates of a similar metal bolted to the floor.
Crystal Screen. When the characters
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
instantaneously restores Hit Points to a creature. Because the spell’s duration is instantaneous, the restoration can’t be later dispelled. And you don’t suddenly lose Hit Points if you step into an
can dispel the barrier created by Globe of Invulnerability, but not any magical effects that are active inside the barrier. If Dispel Magic targets the magical effect from Bless, does it remove the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s alignment reverts to normal after one day spent on a plane other than the Nine Hells. Casting the dispel evil and good spell on the creature also restores its original alignment. The Nine
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
starry form rather than shape-shifting. While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a
goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
example: cure wounds instantaneously restores hit points to a creature. Because the spell’s duration is instantaneous, the restoration can’t be later dispelled. And you don’t suddenly lose hit points if you
can dispel the barrier created by globe of invulnerability, but not any magical effects that are active inside the barrier. If dispel magic targets the magical effect from bless cast by a cleric
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
(your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The bottoms of these unlocked cages hang 3 feet above the floor. Necromancy magic on the cages restores 20 hit points per hour to an undead creature in a cage. A non-undead creature in a cage takes the
gate that connects with the Stone Golem Quarries. 91. Hall of Skulls Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
creature that starts its turn within 20 feet of the pillar regains 1d6 hit points. If this effect restores a wounded creature to its hit point maximum, the creature must succeed on a DC 15 Constitution
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leading down to area Y19j. This barrier was created by a wall of force spell and is maintained by the glowing green crystal set above the doorway (see “Green Crystal” below). As long as this crystal
connect this hall to area Y19l. Separate archways open into areas Y19n and Y19o. At the south end of the hall, a 10-foot-wide passageway leads to a locked double door, beyond which lies a balcony (area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
. Inspecting the small room behind the door reveals the full extent of the trap’s counterweight mechanism, as well as a system of pipes that connect the spouts to two 20-gallon copper drums (containing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the
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






