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Returning 12 results for 'before barriers diffusing carrion rolling'.
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before barrier diffusing carried rotting
before barrier diffusing carried roaring
before barrier diffusing carried reeling
before barrier diffusing carried rolling
before berries diffusing carried rolling
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, taking 2d6 Fire damage on a failed save or half as much damage on a successful one. As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounter 11–12 1 carrion crawler 13 Demon pack 14 1 flumph 15 1 gray ooze 16 1d4 moldy quaggoth spore servants 17 1d4 two-headed grimlocks 18 1 swarm of insects (centipedes) 19 1 xorn 20 Yellow mold
Carrion Crawler There’s a 50 percent chance that the carrion crawler is feasting on the putrid flesh of a dead grimlock and ignores the party unless disturbed. Otherwise, it is scouring tunnels for food
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in area 7b, Maku and his followers cannot be surprised here. 8a. Keep Calm and Carrion The
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
possesses a satchel made from carrion crawler hide, inside which are ten pounds of edible fungi. She also carries a full waterskin and three torchstalks (see “Fungi of the Underdark” in chapter 2), one of
of monsters, but the Zhents have installed trip wires and pressure plates at irregular intervals. These are triggering mechanisms for collapsing roofs, poison darts, and rolling spheres (see “Sample
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
contains 2d6 crystal vials of exotic perfume worth 100 gp each, 3d6 crystal bottles of distilled beverages worth 25 gp each, 1d4 magic items (determined by rolling on Magic Item Table A in chapter 7 of the
Dungeon Master’s Guide), and 2d6 vials of carrion crawler mucus (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Characters also find 1d10 × 10 pounds of food and 1d10 × 5 gallons of water stored in each building.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Throw, you gain the benefit of rolling a 20 on it. Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
raven’s feet as offerings. At dusk, giant ravens gather to feast on the remains. After devouring the carrion, the giant ravens perch on timber roosts and squawk at one another until nightfall, when they
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound






