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Returning 35 results for 'before beam diffusing climbing remains'.
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Spells
Player’s Handbook
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 2 (1d6-1);{"diceNotation":"1d6-1", "rollType":"damage", "rollAction":"Quarterstaff", "rollDamageType":"bludgeoning"} bludgeoning damage.
Chromatic Beam. The derro launches a brilliant beam of magical
":"Chromatic Beam", "rollDamageType":"radiant"} radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. The derro casts one of the following spells, using Charisma as the
Levitate
Legacy
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Spells
Basic Rules (2014)
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up
as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
"} slashing damage plus 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Scimitar","rollDamageType":"radiant"} radiant damage.
Radiant Beam (3/Day). A magical beam of radiance flashes out
Rod of Lordly Might
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Magic Items
Basic Rules (2014)
lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Balance and Ruin Mechanical Trap, Deadly (5th–10th Level) Mike Schley Diagram 4.5: Balance and Ruin A narrow wooden beam spans the length of this hundred-foot-long, fifty-foot-wide chamber. The beam
Magic Items
The Wild Beyond the Witchlight
:
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew that provides one nourishing meal for up to four people per gallon of water used. The stew remains
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
belfry. No rope hangs from the bell, which appears to be made of untarnished copper. The belfry can be reached from outside by climbing the outer walls and rooftop, which requires a successful DC 15
can use them to detach the bell from the beam in 1 minute. Any creature under the bell when it falls must succeed on a DC 12 Dexterity saving throw to get out of the way, or take 14 (4d6) bludgeoning damage. The gold bell is worth 2,500 gp.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 10 (3d6) radiant damage.
Radiant Beam (3/Day). A magical
beam of radiance flashes out from the elf’s hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failed
Monsters
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game
Monsters
Fizban's Treasury of Dragons
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
everywhere.
Rope Ladder. The crumbling remains of a ramp lie below the precipice. A slimy rope ladder has been anchored with spikes to its western edge.
The rope ladder has been smeared with
carrion crawler mucus. Any creature climbing down the ladder must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A creature poisoned in this way is also paralyzed and falls from
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
cult of Talos, god of storms, who directed the beam of a magical lighthouse onto the vessel to lure it onto the rocks. When this magic failed, the cultists sent their champion, Fheralai Stormsworn
sings to it regularly, the soul of the ship remains willing to carry out Fheralai’s commands. Since then, the storm lord has kept the dreadnaught beached on the rocks as a staging post for her upcoming invasion of the Sword Coast.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
enter shows signs of damage, like a powerful beast has rampaged through here. The group can easily tell that this damage was done by the thessalhydra. Treasure. They find the remains of an ancient
. Climbing out of the pit is easy to do. Troglodytes. Four troglodytes, members of the tribe from the caverns who ran into the labyrinth to escape the thessalhydra, have been trapped here for two weeks
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall
dawn. Anyone familiar with Barovian religion can conclude that the god in question is the Morninglord. The balcony (area Q24) is 20 feet high and can be reached by climbing either spiral staircase (area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
climbing a 10-foot-high ledge. (This ledge is further described in area 9.)
Halaster killed a beholder that sought to carve out a domain on this level. From its moldering corpse grew a host of gas spores
. Inspection of the remains accompanied by a successful DC 15 Intelligence (Medicine) check reveals that the beholder died from fire, force, and necrotic damage. Inspection also reveals a treasure (see
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling
allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) Duration: Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
Magic Items
The Book of Many Things
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
, disappearing in a flash of rainbow-colored light. You draw no more cards.
The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the pit leads to a narrow tunnel and is flanked by mounds of fungi and offal.
The pit is 15 feet deep, and the ledge that overlooks it is lined with pointy bits of scrap metal to make any climbing
attempt perilous. A creature trying to reach the top of the ledge must succeed on a DC 12 Strength (Athletics) check. On a failed check, a creature takes 3 (1d6) slashing damage and remains in the pit
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
wearing gauntlets of ogre power. The remains are hidden from view but can be found with a successful DC 20 Wisdom (Perception) check. Each character searching can attempt one check per hour.
Delerium Chip
Legacy
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Equipment
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10
All
Delerium Geode
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Equipment
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10
All
Delerium Massive Cluster
Legacy
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Equipment
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10
All
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
vision from a beam of divine light. As his wife pleads with him, he dons his armor and mounts his steed, then heads off. Distraction. The knight’s encounters the attendants of the elf woman from the
that section. Though the full truth of Lord Soth’s tale remains vague, the characters might learn more when they encounter Leedara again in chapter 7. Cataclysmic flames reveal glimpses of Lord Soth’s memories
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
on the area and attack any intruders. If the hole is completed, the ship takes on water and sinks after an hour if the hole remains unrepaired.
Crow’s Nest This area is not shown on the map but is
characters with the utmost vigor while getting their vessel under way. Climbing Aboard Climbing aboard the Sea Ghost undetected is no small feat. Keep in mind the following as the characters attempt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Halfling, and Undercommon. Darribeth has a rope of climbing that belonged to a colleague who perished in the Underdark. She offers it as payment for getting her back to the surface. In addition, if any
their act of kindness that she offers them free room and board for as long as the inn remains standing. Urgala and Darribeth remain lifelong friends of the characters henceforth. Quasit Darribeth’s
Delerium Fragment
Legacy
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Equipment
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
An extraplanar creature is summoned and remains for 1 hour. The DM either chooses the creature or determines it randomly. It is friendly to the creature who triggered the anomaly.
10
All
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Into the Maze The minotaurs’ maze fills a region of the Underdark one mile on each side. A network of corridors climbing up to higher levels and descending to lower ones by way of ramps, the maze
minotaurs Corpse The characters stumble upon the headless remains of a butchered corpse belonging to a dead dwarf, gnoll, human, or svirfneblin. Gnawed Bones A pile of cracked and gnawed bones is laid out
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
characters fight the undead, but when only one zombie remains, they turn on the characters as the bandits do not want to leave witnesses. The brigands fight until one falls. At that point the other
the main tower (area I6). When using the parapets for protection, a Medium or smaller creature gains half cover.
Walls. Climbing the stone walls of the ruin without equipment requires a successful DC 15 Strength (Athletics) check.






