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Returning 35 results for 'before barriers defined creatures rites'.
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Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Detect Poison and Disease
Legacy
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Spells
Basic Rules (2014)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in
each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
free to catch the weapon.The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
operate a new mechanical body. The brains share insights and knowledge with one another, and have typically been taken from creatures that desired to prolong their consciousness — or that were tasked
Monsters
Van Richten’s Guide to Ravenloft
their descendants and the communities they knew in life, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously
within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
be stunned until the end of the mummy lord's next turn.
Channel 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 points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
Detect Thoughts
Legacy
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Spells
Basic Rules (2014)
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you
Monsters
Candlekeep Mysteries
dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Incorporeal Movement. Miirym can move through other creatures and objects as if they were difficult terrain. She takes 5
Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
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
drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results
Species
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For
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
and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain, and its movement doesn’t provoke opportunity attack;opportunity attacks.
Each
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
Monsters
Candlekeep Mysteries
2 Actions). The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can’t regain hit points
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
vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination
Wizard
Legacy
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Classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as
Warforged
Legacy
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Species
Eberron: Rising from the Last War
.
Warforged Personality
The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty
of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.
The typical warforged shows little emotion. Many
Juiblex
Legacy
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Monsters
Out of the Abyss
flesh-and-blood creatures form Juiblex’s extended physical body, while the demon lord slowly digests and savors their identities over time.Juiblex’s Lair
Juiblex’s principal lair is
must possess as many material goods as I can.”
81–00
“My personality is irrelevant. I am defined by what I consume.”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Monsters
Eberron: Rising from the Last War
.
Frightening Presence (Costs 2 Actions). Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate
most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and chapter 1 (“Actions”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reaction A Reaction is a special action taken in response to a trigger defined in the Reaction’s description. You can take a Reaction on another creature’s turn, and if you take it on your turn, you
can do so even if you also take an action, a Bonus Action, or both. Once you take a Reaction, you can’t take another one until the start of your next turn. The Opportunity Attack is a Reaction available to all creatures. See also “Opportunity Attacks” and “Playing the Game” (“Actions”).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Personality The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The
Treaty of Thronehold gave them freedom, but many warforged struggle both to find a place in the post-war world and to relate to the creatures that created them. The typical warforged shows little emotion
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
conclusion, arriving just as that plan is about to be completed. 5 A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites. 6 An ally
betrays the adventurers as they’re about to achieve their goal. (Use this climax carefully, and don’t overuse it.) 7 A portal opens to another plane of existence. Creatures on the other side spill out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
other oversized creatures out of places controlled by House Freth. The crisscrossing cables have gaps between them that Medium and smaller creatures can slip through easily. Larger creatures that can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
What Is a Monster? A monster is defined as any creature that can be interacted with and potentially fought and killed. Even something as harmless as a frog or as benevolent as a unicorn is a monster
levels, and for nearly every climate and terrain imaginable. Whether your adventure takes place in a swamp, a dungeon, or the outer planes of existence, there are creatures in this book to populate that environment.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics
Creature Type Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Creature Type Each monster has a tag that identifies the type of creature it is. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of
. Beasts are non-Humanoid natural creatures, like horses and wolves, as well as most giant animals. Celestials are magical creatures, such as angels and pegasi, with ties to the Upper Planes. Constructs are






