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Returning 35 results for 'before bars dousing creature reporting'.
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Equipment
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with
throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be
Spells
Player’s Handbook
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra
Spells
Player’s Handbook
task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
Monsters
Tomb of Annihilation
Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it
repeat the saving throw, ending the effect on itself on a success.
Yellow Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
;s diplomat and mouthpiece—anticipating the dragon’s needs, issuing commands to others on the dragon’s behalf, and reporting information back to the dragon. Such scale sorcerers often
Forcecage
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you
fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the bars is akin to moving across difficult terrain; moving 5 feet onto a bar, or between two bars, costs 10 feet of movement. If a creature attempts to move more than half of its base walking speed
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
14. Storage Room Dusty shelves line the walls of this room. A few of the shelves have folded sheets, blankets, and old bars of soap on them. A cobweb-covered broom of animated attack (see appendix D) leans against the far wall; it attacks any creature approaching within 5 feet of it.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Modify Memory 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
31: Reconstructory The Donjon Sphere constantly repairs itself. New metal plates, iron bars, and other construction materials are fabricated in this automated factory. Finished materials are removed
from here into the maintenance shaft network, where they’re handled by detention drones. A creature that ends its turn in this area must make a DC 15 Dexterity saving throw. Small and smaller
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the cell does not prohibit creatures from entering or leaving via altered forms. For example, a creature in gaseous form can slip between the bars to enter or leave the cell, as can any creature
thin enough to pass between the bars. Only Zariel can unlock Thavius’s shackles, though a creature can break them with a successful DC 25 Strength (Athletics) check. The shackles can also be attacked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
aren’t obtainable while Voj is petrified. Puzzle Cube. Any creature that touches the puzzle cube must make a DC 15 Constitution saving throw or be petrified. Even on a success, a creature holding the
choked with dust and webs. It’s clear that no one has been through here in years.
Traversing this corridor is the easiest way to transport the torches in area 19E to area 19B without dousing their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Modify Memory 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to reshape another creature’s memories. One creature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. Tri-flower Frond
Medium plant, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 5 ft
Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
allowing creatures to enter or leave the city. She even bars gods from stepping foot in the city—a ban she can extend to anyone at any time. The Lady knows when any creature uses a portal and can block
that creature from entering or leaving, but she reserves this intervention for extreme circumstances. During times of great strife, notably when Sigil’s factions war openly against one another, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately
primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
after reporting back to you if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately
primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell such as misty step or gaseous form. Any creature that touches either portcullis or passes between its electrified bars takes 22 (4d10) lightning damage, or 44 (8d10) lightning damage if the
property. When an elder rune triggers within 60 feet of the creature that possesses the coin, the creature can use its reaction and the coin to change the elder rune’s bane effect into a boon effect, or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pressure plate. Any creature hit by a dart takes 2 (1d4) piercing damage and must make a DC 15 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a
smaller creature to crawl through. A detect magic spell or similar effect reveals an aura of illusion magic over the face. The cavity behind the devil’s mouth is home to a shadow demon that can see
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
for details on moving through the region, but play the trek briskly; reporting to Kalaman about the flying citadel should feel like a race against time. If you wish, run one or more random encounters
hue. A Dragon Army rider whips a net at their desperately fleeing quarry, and the unfortunate creature tumbles from the sky, crashing near you.
The injured wasteland dragonnel (see appendix B) crashes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bear paws at the bars.
The four bandits attack strangers, preferring ranged attacks. Their hideout is a cave full of stolen food, wine, weapons, and coins. They stole a wagon loaded with a giant
, the bear uses an action to heave itself into the cage door when any violence starts. If it makes a successful DC 15 Strength check, it bursts free. The bear then attacks the closest creature or the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Fire and Iron The duergar use the forges in areas 16a and 16b to mold iron into 10-pound bars, which are stored in area 16c. Area 16d is an old overseer’s office that the duergar have turned into
north half of the room, an elderly male duergar carrying an iron cane and an ear horn sits in a stone rocking chair next to a pile of iron molds and clamps.
Iron Bars. The south half of the room
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
needs, issuing commands to others on the dragon’s behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office
Languages Common, Draconic
Challenge 1 (200 XP) Proficiency Bonus +2
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
to the touch and spaced far enough apart that a Small creature can squeeze between them. 5A. Northeast Guard Room This square room is hidden behind a secret door (see area 6 for details) and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. One
of the cells is dimly lit. The corridor is 40 feet long. Branching off it are eight cells, four along each wall. Light spills out of cell K74h. A hinged door made up of 1-inch-thick rusted iron bars






