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Returning 35 results for 'before blocking during creatures resumes'.
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Spells
Player’s Handbook
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 inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
Forcecage
Legacy
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Spells
Basic Rules (2014)
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 inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the
Monsters
Mordenkainen's Fiendish Folio Volume 1
corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
corby flock, knowing of how these creatures’ bizarre song disrupts, disorients, and ultimately overwhelms their prey.
Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following
Calm Emotions
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Spells
Basic Rules (2014)
. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it
Monsters
Strixhaven: A Curriculum of Chaos
one Claw attack.
Shadow Slip (Costs 2 Actions). Shadrix becomes an inky cloud of shadow and can move up to half his flying speed without provoking opportunity attacks, then resumes his true form
. During this movement, he can move through creatures and objects as if they were difficult terrain. If he moves through a creature, it must succeed on a DC 21 Constitution saving throw or become blinded
Monsters
Strixhaven: A Curriculum of Chaos
resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving
Spells
Xanathar's Guide to Everything
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Arcadia Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia also gains one or more of following traits of
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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 inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage
Kobold
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
To the Rock of Bral Assuming the characters repel the astral elves, the Moondancer resumes its journey to the Rock of Bral. Even if the characters didn’t interrogate the astral elves, Captain Sartell
Flapjack more about Wildspace, the Rock of Bral, or the duo’s previous adventures. Captain Sartell enjoys telling of her encounters with various Wildspace creatures (among them a friendly solar dragon and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or
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->Player’s Handbook
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 inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage
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 (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Medium creatures, formed by a drying underground stream and dimly lit by glowing lichen. Upon entering the cavern of the grove, characters leave the horrors of the Underdark behind. They find
, their pursuit level remains unchanged, as Ilvara waits to hear from the missing patrol. The drow pursuit resumes when the party leaves the grove. See chapter 2 for more information.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with
temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Retrieving the Rod Piece. The rod piece is deep within the hertilod’s gullet. If the hertilod is forced to regurgitate creatures in its gullet, roll a d6. On a roll of 4 or higher, the rod piece is also
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
grandmother hag’s lair is warped by the creature’s fell magic, which creates one or more of the following effects: Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
Orc
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Species
Volo's Guide to Monsters
, orcs breed prodigiously (and they aren’t choosy about what they breed with, which is why such creatures as half-orcs and ogrillons are found in the world). Females that are about to give birth are
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures’ bizarre song disrupts, disorients, and ultimately
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
waves, shells, and sea creatures. On either side of the throne sit two massive creatures that are a strange hybrid of both fish and lion. They snarl in unison.
Gar’s power has grown by no small measure
of any creatures they might have killed or destroyed, he is ready for their arrival. After everyone has entered the chamber, Gar surreptitiously (but rapidly) grows the coral over the entrance
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
malevolent entity didn’t have to wait long, as the drow sent teams of scavengers to loot the treasures the deep gnomes left behind, bringing their own elemental creatures with them.
Map 6.4: Rockblight
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
only visible way out is back through the portal. Lighting This area is well lit. The charging Gith Capacitor creates A LOT of light. Creatures/NPCs A star spawn seer and its guardian star spawn hulk are
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
feasting. Carrion Eaters. A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death
resumes patrolling its territory while waiting for its meal to ripen. Carrion Crawler
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 51 (6d10 + 18)
Speed 30 ft., climb
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, “I have been sent to you to deliver this message. If you be creatures of honor, you will come to my Master’s aid at first light. It is not advisable to travel the Svalich Woods at night!” He pulls
obviously parched.” He drops a purse heavy with gold on the bar. With that, he leaves.
The babble of tavern voices resumes, although somewhat subdued. The letter is lying before you. The seal is in the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Shadrix makes one Claw attack.
Shadow Slip (Costs 2 Actions). Shadrix becomes an inky cloud of shadow and can move up to half his flying speed without provoking opportunity attacks, then resumes his
true form. During this movement, he can move through creatures and objects as if they were difficult terrain. If he moves through a creature, it must succeed on a DC 21 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
) and the creatures currently in the cave. Fire Crystal. Destroying the orange crystal blocking the western fissure allows the noxious fumes to escape the cave and stops the blight that is harming the
to a flight of natural steps up to area B2. A spore servant octopus lurks in the water and attacks any creatures (other than myconids) who enter the tunnel, regardless of the state of the tides
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, rough-hewn tunnels carved into the sides of cisterns. The underground river then resumes its natural course, eventually emptying into the Underdark. Creatures can walk along a stone ledge that hugs the
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door is connected to the lightning grid in area 7c. Unless the creatures in area 7c have been destroyed, the door emits a soft hum when approached. A creature that touches the humming door must make a
skull is destroyed and later rejuvenates (see the flameskull’s Rejuvenation trait), it resumes electrifying the floor and defending the room, with or without the golem. Flesh Golem. The flesh golem has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
float above the molten magma. Perched atop one shard are two man-sized creatures with insectile features and four arms apiece.
Opening the wardrobe reveals two mezzoloths, which teleport into the room






