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Returning 35 results for 'before barriers diffusing common retreats'.
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Detect Evil and Good
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Spells
Basic Rules (2014)
place or object within 30 feet of you that has been magically consecrated or desecrated.
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.
Detect Poison and Disease
Legacy
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Spells
Basic Rules (2014)
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.
Detect Magic
Legacy
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Spells
Basic Rules (2014)
that bears magic, and you learn its school of magic, if any.
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.
Spells
Planescape: Adventures in the Multiverse
can’t study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but 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
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Candlekeep Mysteries
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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)
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.
Backgrounds
Sword Coast Adventurer's Guide
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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->Player's Handbook (2014)
consecrated or desecrated. 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->Player's Handbook (2014)
. 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)
consecrated or desecrated. 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->Monster Manual
aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations. Skeleton Medium Undead, Lawful Evil
AC 14 Initiative +3 (13)
HP 13 (2d8 + 4)
Speed 30 ft
Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Shortbow, Shortsword
Senses Darkvision 60 ft.; Passive Perception 9
Languages Understands Common plus one other language but
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ogre Zombie Relentless Reanimated Corpse Ogre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel
Understands Common and Giant but can’t speak
CR 2 (XP 450; PB +2)
Traits
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ogre Zombie Ogre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel smaller zombies. Ogre Zombie
Save
Int 3 −4 −4
Wis 6 −2 +0
Cha 5 −3 −3
Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 8
Languages Understands Common and Giant
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but 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->Lost Mine of Phandelver
)
Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githzerai from level 15; unlike most githyanki, Urlon sympathizes with githzerai and doesn’t regard them with utter contempt. If the characters are willing to listen, Urlon tells them in Common that
. To earn the characters’ trust, Urlon answers any questions they have about the current state of the Crystal Labyrinth and the asteroid. If the characters attack him, Urlon retreats to Stardock by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ran off with the monkey’s mind inside, never to be seen again. Ernest uses the baboon stat block, but his Intelligence and Charisma are 10, and he can speak Common. His alignment is neutral good
captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
)
Saving Throws Int +5, Wis +4
Skills Stealth +8
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin, telepathy 60 ft.
Challenge 4 (1,100 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to polymorph
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Resistances lightning
Damage Immunities cold, fire
Condition Immunities charmed, frightened
Senses blindsight 240 ft. (blind beyond this radius), passive Perception 16
Languages understands Common
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Healing, tracking, and proficiency with thieves’ tools (to disarm traps and unlock doors) are common examples of such skills. A group without magical healing isn’t going to complain when an NPC cleric
. The important thing is that the ally is available when the characters want them and retreats into the background when the characters don’t want or need the help. Consider ways the ally could help the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Unlike most other nereids, she is chaotic evil in alignment, and she speaks Olman instead of Common. She possesses an insidious and clever mind, concealed beneath her alien beauty and seeming naiveté
. She retreats from close combat and conceals herself in the water. The nereid has a pet named Chac, a giant lightning eel (see appendix B). If she calls to Chac for aid, she does so on her turn when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. He has the animate dead and blight spells prepared, instead of
Golorr. If the characters pursue the stone and leave Losser alive, he eventually slips away and retreats to area B11. Next Encounter Once the characters defeat Xanathar’s forces in the cellar, they can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). 10 Water Propulsion. The clockwork gains a swimming
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can also share the following details: Her laborers are in constant fear. They think some creature or gang is trying to harm them. No one’s seen anything, but accidents and sabotage are common. She’s
into fog if defeated. They also vanish, along with the fog, 5 minutes after the fog appears. Before the last tiger vanishes, it retreats, heading toward the forest north of the construction site and a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
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->Curse of Strahd
he’s in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd’s domain. Rictavio’s Traits Ideal. “Evil cannot go unchallenged.” Bond. “To protect those
, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4
Senses passive Perception 17
Languages Abyssal, Common, Elvish, Infernal
Challenge 5 (1,800 XP)
Special Equipment. In
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8






