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Returning 35 results for 'before barrier diffusing continues rises'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
Humanoid killed by Cone of Undeath rises at the start of your next turn as a Specter that follows your verbal orders.
Damage Immunity. You have Immunity to Necrotic damage.
Fear Aura. While wearing the
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
the tunnel continues onward.
The minotaur face is etched into both sides of a 1-inch-thick, sharp-edged iron sheet that blocks the crawlway. The holes that form the eyes are 2 inches wide. The
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, he can take lair actions. Barrier. Murgaxor is surrounded by a barrier of arcane energy resembling a cocoon of writhing mud. While surrounded by this barrier, Murgaxor and the stones encircling him
can’t be targeted by attacks or spells. The barrier has AC 14; 200 hit points; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and immunity to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The City Rises As soon as Belephaion activates the flying citadel helm atop the Threshold of the Heavens, the City of Lost Names lifts into the air. However, the device is damaged and can’t
Threshold’s floating island ceases to rise. However, the rest of the city continues breaking apart and rising into the sky. Even if Belephaion is taken alive, he refuses to lower the city. The characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
graymatter engine creates an invisible barrier around the intact parts of Landro. Nothing can penetrate the barrier, which is similar to the effect of a Wall of Force spell, though a Disintegrate spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between them. Where the locks end is a vast cavern containing a smooth stone retaining wall that rises 10 feet above the water’s surface. The partially collapsed remnants of a ten-story-tall hoist
of Skullport would like to fix it, but they lack the mutual trust and cooperation required for such a project to succeed. The absence of the hoist hasn’t stopped all manner of nefarious sorts from using their own ropes to haul rowboats and other small craft over the barrier wall.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
someone is writing it, word by word. As this text unfurls, read: “Our story starts during the time leading up to the winter solstice on the final night of Uktar in the year 374 DR. A nearly full moon rises
a forest. If anyone tries to move away from the forest, they are halted by an impassable barrier of force that disallows any other route. The story takes the characters generally northward through
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 2: Ebder’s Outburst Ebder is seated at the table in area F2 when this event occurs. A shrill sound tears through the Firefly Cellar, overpowering all other noise. Though it rapidly rises to an
. He continues to sing the rhyme over and over for five minutes. During this time, Gailby runs into the room to try to help her father, terrified by his behavior. Crinkle follows her and tries to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a wooden gear shaft that rises through the ceiling in the center of the room. A stone staircase continues up, toward the sound of loud cackling.
The old woman is Morgantha, a night hag. She doesn’t
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Forest of Hands From the waterfalls, the journey to the Forest of Hands takes 10 hours. Dukha continues to serve as the characters’ navigator, regardless of the events at the waterfall. For every 3
or a character who succeeds on a DC 14 Intelligence (History) check knows these phantoms are travelers who were lost when Manivarsha was ruined. The spirits are unnerving but harmless. 3 Fog rises and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life. After dying and returning from the grave, a wight continues its villainous ways, but it is now
creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic damage, and the target’s Hit Point maximum decreases by an amount equal to the damage taken.
A Humanoid slain by this attack rises 24 hours later as
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
floor in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway
as much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
rises by 10 feet (up to the height of the canyon) and travels 100 feet horizontally. On each of these initiative counts, creatures in the water and moving along with it must make a DC 15 Strength
saving throw as they’re smashed by large chunks of debris. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water level continues to rise and move this way for 2d4 rounds, then stops.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway before
much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this first save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
positions along the edge of the platform as Grula-Munga rises to her feet and picks up her weapons. At the same time, the cultist standing next to the cage releases the death dog. Narrak continues his
watches the dog nervously.
A green glow rises suddenly from a magic circle at the center of the platform, where a small humanoid statue is the focus of the chanting ritual. As you watch, a lump
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the psychic damage again. This process continues until at least one character succeeds or everyone falls unconscious. Dream 2: Betrayal! Characters who are conscious when the first dream ends proceed
dream. Otherwise, the devils fade away into nothingness and don’t reappear later on. Once the characters make their choice, this dream ends and fades to black as the dream sequence continues with the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. If the characters approach from the south, the giant beavers poke their heads above the barrier for a moment, then begin slapping their tails on the water. This calls the hunters in area L2, who
string of pearls worth 120 gp total. L3: Beavers’ Lodge A large mound of densely woven branches and twigs, about thirty feet across, rises from the lake.
An underwater entrance to this beaver lodge
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
forty feet or more overhead. The stairway continues to wind down along a ledge that follows the north wall of the chamber. A fast-moving stream about five feet wide runs across the floor of the
. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. 18. Troglodyte Warren Most of the troglodytes dwell in a group of dismal caverns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
carnival has to offer. Entry to the attraction costs 1 ticket punch. Jeremy encourages the characters to adopt pixie names before entering; refer to the table below for ideas. The carnival’s mood rises
who has the lowest check result, at which point all the remaining characters move to new hiding places and make another check. The game continues until only one character remains hidden; this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
massive nodule. Smoke drifts across the battlefield, and a broken pyramid rises above the smoke. A blackened windmill with slowly turning blades keeps the smoke away. A pervasive wailing emanates from the
continues to turn unless its blades are wholly destroyed. Each blade has AC 13, 30 hit points, and immunity to poison and psychic damage. As long as at least two blades are turning, they keep the smoke 30
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Pandemonium, and possibly other Lower Planes. Most of its massive trunk rises through the plane of Ysgard, and its branches stretch through the Upper Planes and across the Astral to the Material Plane
expert guides to this vast cosmic network of branching pathways, constantly studying the ever-changing paths as the tree continues its eternal growth. Axel Defois A portal to the Beastlands opens amid the branches of the World Tree
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
random snail comes loose and falls off. The snail’s jockey must succeed on a DC 15 Dexterity saving throw to remain atop the snail. On a failed save, the jockey falls off, and the snail continues the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M3. Central Abbey Visible from across the monastery grounds, the planar craft’s former main conning tower rises several hundred feet into the air. It now serves as the monastery’s central abbey. A
end of the nave, a throne resembling a twisted metal captain’s chair rises from a metallic dais backed by an ornate arch. There sits the Grand Master of the Distressed Body — a bone devil flanked by
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
action and a successful DC 25 Strength (Athletics) check. The iron wall remains locked in place for 1 hour, after which it rises back into the ceiling on its own. It can't be lifted or pried open
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
servants are universally effective, disciplined, and dangerous. Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
notices a movable wall panel. 7. Tomb of Orestes This chamber’s ancient masonry rises to form a corbelled dome. At the room’s center lies a pool of sludge. A broad sarcophagus rises from the pool, its
Orestes’s sarcophagus taking on the oracle’s powers of prophecy. The room’s domed ceiling rises 20 feet. The area around Orestes’s sarcophagus is difficult terrain, not because of the shallow, murky water






