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Returning 35 results for 'before boulders diffusing creatures rerolling'.
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Spells
Player’s Handbook
damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall
. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders
Magic Items
Divine Contention
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects
Wind Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass
Monsters
Bigby Presents: Glory of the Giants
of 4 or lower, the fensir has no more boulders to throw.Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
Prismatic Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures
are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
made here and there. Map 6.4: Frost Giant Stronghold - Lower Level View Player Version Boulders. Some passageways on this level are blocked by huge boulders (at the places adjacent to boulders that are
marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Galeb Duhr The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered
greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant who took on a better thrower will stumble away, nursing its injuries, as a lesson that arrogance has a price. In battle against puny creatures, giants use boulders that fit in one hand. When
Champions of Rock Throwing Giants have a well-deserved reputation as living siege engines — all of them can hurl boulders with accuracy across great distances. Rock throwing — for battle, hunting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters when they return to this cave. Otherwise, the creatures remain motionless and pose no danger. If provoked into attacking, the galeb duhr animate boulders. The galeb duhr and their boulders can
11. The Glittering Caverns of Jarûk the Prismatic These crystal-lined caves are home to a dao and its minions. 11a. Fortune Favors the Boulders Columns and Crystals. Two columns of rock support the
Monsters
Fizban's Treasury of Dragons
deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to
.
8
An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of
Monsters
Fizban's Treasury of Dragons
disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences
emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of their way to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mountains. They don’t experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Desert Encounters For each day the characters spend in the desert, roll on the Desert of Desolation Encounters table to determine what the characters encounter, rerolling duplicates. Desert of
Desolation Encounters d6 Encounter 1 Two bulettes with sandstone-textured carapaces burrow up from the dunes and attack. The bulettes focus on mounts and Small creatures in the party (if any), seeking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose
, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose
, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, rerolling or ignoring results that have already occurred. FAILURE IS AN OPTION
If the characters failed to recover a significant number of components from either site in the past—and assuming you don’t
the creatures closest to it.
56–65 The Infernal Machine comes to life, summoning a CR 10 monster (your choice) that attacks the creatures closest to it.
66–70 A spellcaster fighting for
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
constellation of rocks floats in the air, some the size of islands, others little more than boulders. However, the largest island advances south from the ruins, positioning itself above the reassembling Dragon
Army forces. The island holds aloft a sinister temple with otherworldly violet light gleaming from its cracked walls. Its exposed foundations crawl with creatures of blackened bone and violet flame
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. G3: Tight Passage A narrow crack spans the cave wall here. The opening is only big enough for
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the openings along it are the entrances to the caves and tunnels in its face. Boulders. Several cave mouths on this level are blocked by huge boulders (at the places marked B on the map). For Medium or
smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Caves and caverns have ceilings from 30 to 45 feet high, while tunnels
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Carrion Crawler clings to the hall’s ceiling. It is Hostile toward all other creatures and fights them on sight. C5: Wizard’s Laboratory Luca Bancone Esoteric apparatuses and strange reagents line
(rerolling duplicates) to determine the item. C7: Storage Room The door to this room is locked. The key can be found in the laboratory (area C5). As a Utilize action, a character can pick the lock with a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
above, but it’s also dangerous. A character who has a passive Wisdom (Perception) score of 15 or higher notices a steel tripwire fastened between boulders about two inches from the ground. A
gravel down the path. The first two creatures ascending the trail must make a DC 15 Dexterity saving throw. On a failure, the creature is knocked prone and takes 2 (1d4) bludgeoning damage. A failure by 5
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
log rolls down an incline, flattening creatures in its path. As an action, a creature within 5 feet of the stationary log can push it down the stairs. The log tumbles down the incline in a straight
. Scattered among the furs on the floor are 25 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. H6: Boss’s Chamber A heap of thick animal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight. Threats lurk amid the wilds. For every 3 miles the party travels, roll on the Weeping Paths Encounters table
random character. Creatures in this sphere must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failure, or half as much on a success. The miasma is stationary and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead
120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
Each creature must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining. Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it
dwarves and others who desire wealth beneath the earth. Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr (see the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Fallen Angels The angels can communicate, albeit in a limited fashion, with living creatures that touch them. A character who makes physical contact with an angel (even through gloves or some other
protective covering) knows that angel’s name and experiences the effect described below. If you wish, you can roll a d8 to determine which angel a character touches, rerolling any repeat results
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
boulders aside to create a wider opening through which Medium and Small creatures can pass without making a check requires 10 minutes of work and a successful DC 20 Strength (Athletics) check. M34
prefers to swim around them. They are Difficult Terrain for him to swim through. M33: Blocked and Submerged Tunnel This 10-foot-diameter tunnel is completely submerged and blocked by heavy boulders. As
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dissipates, leaving behind only a transformed heart or other organ.
4 Roll on the Wild Magic Surge table in the “Sorcerer” section of the Player’s Handbook, rerolling any inappropriate result.
5 A
shakes the earth within 6 miles of the lair. Wildlife Changes. Creatures previously attracted by the dragon’s presence undergo sharp behavioral changes, perhaps attacking any creatures they see or
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. These flying pests subsist on a diet of fresh blood. The stirges avoid the minotaur, but they are Hostile toward all other creatures. Bright Light or any noise louder than a whisper wakes the stirges
contains 120 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. Wayne England
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-hunters, dwarves, and others that desire wealth beneath the earth. Earthy Fey. Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A
tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures






