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Returning 35 results for 'before beyond during crushing requires'.
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Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
No object created by a pot of pigment can have a value greater than 25 GP, and the
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Spelljammer: Adventures in Space
sleep.Multiattack. The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport.
Crushing Fist. Melee Weapon Attack: +15;{"diceNotation":"1d20+15","rollType":"to hit
","rollAction":"Crushing Fist"} to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10);{"diceNotation":"2d10+10","rollType":"damage","rollAction":"Crushing Fist","rollDamageType":"force"} force damage
Monsters
Van Richten’s Guide to Ravenloft
"} necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15
weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut’s brutality. Every juggernaut considers
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
spells, using a spell slot as normal.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Mass
Monsters
The Wild Beyond the Witchlight
folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead.
Alignment. Chaotic evil.
Personality Trait. “I do not fear death
. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash’s concentration (as if concentrating on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash’s concentration ends.
Monsters
Guildmasters’ Guide to Ravnica
Intelligence (spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The
criminals and compel truth from them.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
turn, unless it has taken poison damage since its last turn. The Goose Mother regains 10 hit points for each head when it regrows.
Reactive Heads. For each head the Goose Mother has beyond one, it gets
", "rollAction":"Lullaby of Honks"}; Requires at Least Two Heads). The Goose Mother’s heads honk a discordant lullaby. Each creature of the Goose Mother’s choice within 10 feet of it must make a
Monsters
Lost Laboratory of Kwalish
(spell save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the
Monsters
Waterdeep: Dungeon of the Mad Mage
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
Androsphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
(spell save DC 18, +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the
ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can
Control Water
Legacy
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Spells
Basic Rules (2014)
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base
Monsters
Van Richten’s Guide to Ravenloft
","rollAction":"Slasher's Knife","rollDamageType":"necrotic"}. The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom
manifestation of a deity or force beyond morality.
4
Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding.
5
Mask. The killer wears a distinctive
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
Wizard
Legacy
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Moonblade
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a
first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or
Bard
Legacy
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Classes
Basic Rules (2014)
from Experience True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
CHA
0
Damage Immunities fire, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Scavenger
attacks are magical.
Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of strong winds 60 feet in diameter and 60 feet high. The eye of the cyclone is a column of crushing winds, 10 feet in diameter, that forms a portal leading to the Elemental Plane of Air. A creature
tower hangs suspended in the eye of a perpetual storm, surrounded by a wall of tempestuous weather (equivalent to the effect of the wind wall spell) about 400 feet in diameter. Beyond that wall, the storm rages.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, unconscious
Crushing Wheels. The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10
succeeds on the saving throw.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor.
Harpoon Flinger (Requires 1 Crew and Grants Half Cover
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Crushing Wheels. The Demon Grinder can move through the space of any Large or
the Demon Grinder rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright.
Action Stations
Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Crushing Wave. Spotting the ghouls in the inky water requires a successful DC 17 Wisdom (Perception) check. All six ghouls spend their first action of any combat combining their efforts to overturn a
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of the hallway must make a
prone. Rune of Fear (Initiative 10). Each creature in the 30-foot-long area beyond the Crushing Pillars must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes frightened by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
darkness. The landing at the east end of the cavern is guarded by four Crushing Wave reavers and one fathomer commanded by a Dark Tide knight named Eyon (see chapter 7 for the cultists’ statistics
symbol is painted on the southern wall — a shape like an X with the bottom limbs linked by a horizontal line.
Long ago this chamber served as the harbormaster’s post, but the Crushing Wave cult
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dexterity (Athletics) check. The room is empty except for a pair of latched wooden gates in the north wall. Beyond the gates are two wolf pens strewn with gnawed bones. Opening or closing a gate requires an action. Two vicious, hungry wolves are locked in each pen. The goblins use them as mounts.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
grime as to be almost opaque. Quietude rents bedrooms for 5 gp per day. The inn’s cellar contains a secret door that requires a successful DC 15 Wisdom (Perception) check to detect. Beyond the secret
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Court of Orestes Features Beyond the entrance along the Khystonos River, the Court of Orestes is a crumbling, centuries-old tomb. Inside, its walls are made of thick stone blocks, and the ceiling is
about 10 feet high. Unless otherwise noted, the crypt’s doors have no hinges; each is a rectangular slab that requires a successful DC 12 Strength (Athletics) check to shimmy out of place. When the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
23. Family Crypts Several crypts have been hewn from the earth. Each crypt is sealed with a stone slab unless noted otherwise. Removing a slab from its fitting requires a successful DC 15 Strength
Gustav Durst. The chamber beyond contains an empty coffin atop a stone bier. 23D. Elisabeth’s Crypt The stone slab is etched with the name Elisabeth Durst. The crypt contains a stone bier with an empty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in Seadeeps can make a DC 18 Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 11 Wisdom saving throw or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels
prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler feat until your Strength is restored. Feats are listed below.






