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Returning 35 results for 'before barrier dropping count resolve'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
death.Unless he is incapacitated, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:
Blood flows from Fazrian's eyes until
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
lair actions while within it.
Lair Actions
On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can’t take the same lair
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
of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions. On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair.
Lair Actions
On initiative count 20 (losing initiative ties), the drow
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
crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions
On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
any medusa, including the hierophant medusa or the medusa in the Monster Manual.
Lair Actions
On initiative count 20 (losing initiative ties), the medusa can take one of the following lair actions
Monsters
Mythic Odysseys of Theros
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
.
Lair Actions
On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the vibration of its clacking gears sends showers of loose stones down the crevasse walls. Once the engine has been activated, it “acts” on initiative count 15. Mephit Madness On the round after the
Maze Engine activates, two magma mephits fly out of the magma on initiative count 10. Two more magma mephits emerge from the magma each round thereafter on the same initiative count, until a dozen
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
competitor is disqualified. The first competitor to reach the other end of the lava field without dropping the boulder wins the contest. The lava field is a smooth tract of hardened lava that still smolders
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with 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->Xanathar's Guide to Everything
Resolving Activities The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the
spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity’s completion. The days of an activity don’t need to be consecutive; you can spread them
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Exact Change Difficulty: Hard This puzzle provides an elaborate, coin-based lock to any sort of door, vault, or other barrier. The door here is locked and has no handle. Instead, there is a slot in
grid. Nailed to the table’s leg is a piece of parchment with the following instructions:
Fifteen per column, fifteen per row;
Diagonally, the same is so.
A plea of warning to carefully count
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
More Monastery The original Expedition to the Barrier Peaks mapped out six levels of the adventure’s crashed ship: “a large exploration-colonization expedition of human origin.” This adventure
craft’s engines might also be found there if the monastery is in imminent danger of dropping from the sky. As an added challenge to the task of rescuing characters captured by the monks (including
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hag’s most powerful ability. Lair Actions On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can’t use the same effect two
rounds in a row: Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren’t there. The hag targets any number of doors and
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
: Review the zombie stat block below. Use the initiative rules to determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on your notepad. On the zombies’ initiative
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
: Review the zombie stat block in appendix B. Use the initiative rules to determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on your notepad. On the zombies
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
foot, even if multiple things in a space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square
.
Ranges. To determine the range on a grid between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than
between two things—whether creatures or objects—count squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Breaking Up Your
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Army soldiers on the battlefield, roll on the Steel Springs Battlefield Events table each round on initiative count 0. Also consider rolling on the table if a character enters the Fray or a
flies overhead, dropping a screaming Kalaman soldier next to a random player character as it does. The soldier dies on impact. This event is unsettling but has no other effect. 8 A hostile Dragon Army
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
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
you Advantage on your attack roll? A familiar can’t attack, but it can take non-Attack actions, including Help. Does the familiar of Find Familiar count as an ally for the purposes of Sneak Attack? A
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
structure, ensuring that no intruders breach their defenses. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can’t take the same
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, blade barrier, cure wounds, hold person, plane shift, silence
1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, gate, levitate (self only), suggestion
Bonus Actions
Actions On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can’t take the same lair action two rounds in a row: Perceive
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel
the spell. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from within. With a click, the timer rotates and sand starts to trickle into its lower globe.
Count down slowly from 10, and let the players tell you what, if anything, their characters do in that
spikes into the floor to prevent it from dropping, but at least ten spikes are needed because of the floor’s size and weight.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Feature: Name Dropping You know and have met any number of powerful people across the land — and some of them might even remember you. You might be able to wrangle minor assistance from a major figure
.
5 My childhood home holds all my best memories, and its upkeep is my primary concern.
6 Growing up, I had an imaginary friend I could always count on. That friend is still with me.
d6
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
attack rolls? Even though the duration of each of these spells is instantaneous, you choose the targets and resolve the attacks consecutively, not all at once. If you want, you can declare all your
melee spell attack count as a melee attack for Touch of Death? A melee spell attack is, indeed, a melee attack and can qualify for the Death cleric’s Touch of Death feature.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on a piece of paper. When the time comes for the goblins to act, two of them rush forward and make melee
attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins’ stat block contains the information you need to resolve these attacks. For more information on what the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
initiative count 20 (losing initiative ties), the knights deal 9 (2d8) force damage to each of the characters’ enemies. After the battle, the knights bow, then disappear. 8 Euryale. Natural vegetation
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
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
you to be able to attack; you simply need to be able to provide some sort of distraction. Does the familiar of find familiar count as an ally for the purposes of Sneak Attack? A familiar is an allied
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
“Mistakes are ghosts. I lost count of the days I’ve spent in this awful prison, but I’ve never been able to escape the faces of those I wronged to wind up here. I deserve this.”
–Slab, prisoner of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final
(50,000 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), Aurnozci can take one of the following lair actions; Aurnozci can’t take the same lair






