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Returning 32 results for 'before bars during continues reactions'.
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Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
triggers a pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that releases a set of horizontal bars—closing off the archway and trapping the interloper. The character can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
normally in the magical darkness. If any creature reaches into the mouth, the demon makes an attack against it with advantage, then continues attacking if any creature enters its abode. A successful
fewer, at which point it flees to a darker area of the tomb. 5C. Floor Hatch A rusted iron grate is set into the corridor floor. Through its bars, you see muddy water flowing slowly past.
The bars
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T3. Cage Trap If the party continues east along the tunnel past area T2, they walk into a trap. Read the following text only if a character examines the ceiling: The ceiling consists of square stone
continues down the passage.
Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
Cover). Drive and steer the Devil’s Ride.
Reactions
Juke. If the Devil’s Ride is able to move, the driver can use its reaction to grant the Devil’s Ride advantage on a Dexterity saving throw.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to
18 (4d8) psychic damage.
Reactions
Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Roleplaying Vaelish Gant Vaelish Gant is a mage who
“Behind Bars”) or break him out of prison. Gant has no information that can help the characters find the lost Netherese city, but he’s willing to share what he considers to be common knowledge about the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
disputes, to ensure that peace continues to reign. Autumn Eladrin
Medium Fey (Elf), Typically Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 30 ft.
STR
12 (+1
.
Reactions
Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
her feet to fight off the cold. Barred Openings. Vertical iron bars spaced 6 inches apart are embedded in the stone frames of three 5-foot-tall rectangular openings. As an action, a character can try
to bend the bars to create an opening big enough for a Small creature to squeeze through, doing so with a successful DC 20 Strength (Athletics) check. O4. Armory Piles of equipment are pushed against
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
and is no longer drunk. On a failed save after 1 hour, the character continues to drink until falling unconscious for several hours, then awakens and remains drunk for 1 hour thereafter. Once a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
looking over the garden appears to be solidly barred to prevent egress. However, a catch below the sill releases the bars and lets them swing open, so that a person with a slight build can easily
Jurth in a random encounter in the mine (area M22). M19. Slave Pens At the end of this tunnel, three cell-like rooms have been excavated from the rock. Iron bars wall off each one, with a chain and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
add even more danger to the fight. After 3 rounds of combat, Mother Stag approaches and pretends to drive the treant away. See “Offer of Help” below. Perilous Exploration. As the party continues on
’ reactions as you see fit. For example, if the characters are too wary to follow Mother Stag back to the cottage, she can make her appeal immediately and give them the bridle and the crowns in the woods
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunkbeds. Areas to the north
Sword Coast’s worst malefactors behind bars. So far, the warden has managed to conceal her Harper affiliation from everyone else in the prison. But she has an unusual problem that she can’t hide as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bedchamber, including a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot. Bars over the windows dispel the air of luxury somewhat, as does the guard standing just inside the door.
A
burned for heat. C18. West Cistern Stone steps descend into the icy water that partially floods this twenty-foot-wide, arched tunnel, which continues eastward into darkness. The roof arches twelve
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
patrolling the Doomvault don’t notice the disruption, since a disrupted black gate continues to function normally. However, the gate’s active field deals 10 (3d6) force damage (instead of 2d6). Gatehouse
repetition. Normal Doors. The Doomvault’s doors are wood reinforced with steel, and they open easily. Most doors lack latches, bars, or locks. Those that are locked require a successful DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
at night. R17: Cells Each cell is enclosed by formidable steel bars. Bolted to the back wall are iron bunk beds, each with a thin mattress. A waste bucket sits near the beds.
The prisoners are kept
who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
at night. R17: Cells Each cell is enclosed by formidable steel bars. Bolted to the back wall are iron bunk beds, each with a thin mattress. A waste bucket sits near the beds.
The prisoners are kept
who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some
Redbrands have been capturing travelers in the area and holding them until they can be ransomed. This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
target up to 30 feet straight toward itself. Success: The chain disappears.
Reactions
Unnerving Gaze. Trigger: A creature the devil can see starts its turn within 30 feet of the devil and can see
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
, Yeemik tries to force them to pay a rich ransom for Sildar after they complete their part of the bargain. If the characters refuse to parley, Yeemik shoves Sildar over the edge and continues fighting
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rear tower. Doors. The entrances from areas B1 and area B4 are each protected by an iron double door that stands 20 feet high. The doors are held shut with interlocking iron bars that can be levered
up or down as an action from the first floors of the adjoining towers. Lifting the bars from within the central yard of area B2 requires a successful DC 15 Strength (Athletics) check, while bursting
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
that stretches from floor to ceiling. The cylinder of light continues upward into Landro’s leg.
Within the mushroom patch are two shriekers. The shriekers’ high-pitched screams might attract the
seven in L21b. The ceiling in these areas is 40 feet high. L22: Walkway A 3-foot-tall stone battlement wraps around this open-air walkway. L23: Holding Cells Iron bars along either side of this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Reactions
the water cult, since they can slip under locked doors or pass through bars and similar obstacles with ease. Fathomer
Medium humanoid (human), neutral evil
Armor Class 10 (13 with mage armor
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
tome can conclude, with a successful DC 10 Intelligence (Investigation) check, that it’s the work of a madman. Any character who continues to read the book beyond that basic level of understanding must
creature friendly to Ulder, the target provokes an opportunity attack from that creature.
Reactions
Guardian Strike. If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
concentration.
Reactions
Feed. Immediately after taking damage, if it has at least one creature swallowed, the scion deals 10 (3d6) force damage to each swallowed creature and regains 10 hit points
successful check, the creature escapes and moves 3d6 × 10 feet away from the vortex in a random direction.
Reactions
Thunderclap. Immediately after taking damage, the cradle unleashes a thunderclap in a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
effect on itself on a success.
Reactions
Negate Spell (3/Day). Oshundo targets one creature it can perceive within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the
inkwell worth 280 gp. X9: Prisoner Pens Floor-to-ceiling metal bars divide this room into two large cells. A door of twisted iron bars provides access to each cell.
There aren’t any prisoners here when
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
area P11. P11: Main Bathroom A porcelain bathtub sits against one wall of this room, which also contains two tables stacked with clean towels, scented bars of soap, and bottles. At the back of the room
ponders what the character said. If the check fails, Zorhanna continues her attack. Once three such checks succeed, Zorhanna concludes that the characters are not her enemies and calls for an end to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make
empty rooms are still empty. Shalfi’s Digging. If the aberrant zealot Shalfi in area B9 continues his work, he breaks through the chamber ceiling after a couple of days, which surprises Lowarnizel and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
guards issue a warning against bothering folk not in the wedding party, and might eventually search or incarcerate any individual who continues to cause trouble. Tabaxi Merchant. Sticking out like a
fall). Let the players develop a plan and add reactions from the crowd (including Clan Horn NPCs) as needed. Accusations and turmoil prompt Ironbeard and several guards to inspect the wedding vault
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. Treasure. The
gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15






