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Returning 22 results for 'being barrier diffusing conceal reduce'.
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Monsters
Forgotten Realms: Adventures in Faerûn
dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten
creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of
Monsters
Forgotten Realms: Adventures in Faerûn
miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous forms. Many deep dragons collect forgotten tomes or
finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature doesn’t reduce its Exhaustion level as a result of finishing
Monsters
Forgotten Realms: Adventures in Faerûn
through caverns and seas of the Underdark to map hidden passages for dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the
creature doesn’t reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and
Monsters
Forgotten Realms: Adventures in Faerûn
the Underdark to map hidden passages for dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons’ sinuous
reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect.
Verdant Growth. Vegetation and fungi within 1 mile of the
Monsters
Mythic Odysseys of Theros
spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
Assault (Costs 2 Actions). The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.
Reduce to Ash (Costs 3 Actions). The
Monsters
Fizban's Treasury of Dragons
makes an attack roll or an ability check, it must roll a d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save
create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects
spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
damage plus 9 (2d8) thunder damage.
Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a DC 12
two Scroll Bash attacks.
Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage.
Reduce to Memory (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
denizens use these mounds to conceal their treasure. Two Lizardfolk Wardens hide among the reeds, watching over the mounds. The lizardfolk have the Invisible condition and are Hostile toward the characters
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
of the monastery. All wear cowled robes to conceal their features, which can be seen only if a monk is forced to unmask, or if a watchful character gets close to a monk and succeeds on a DC 12 Wisdom
the prisoners are survivors from previous expeditions sent into the Barrier Peaks by the Cartophile. They recognize any of the hirelings with the characters, or any other signs of the Cartophile’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the following spells, requiring no material components:
At will: command, compelled duel
1/day each: banishment, blade barrier
Mount. If the ashen rider isn’t mounted, it can use a bonus action
ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.
Reduce to Ash (Costs 3 Actions). The ashen rider targets a creature it can see within 60 feet of it
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, let’s say you’re a warlock with the Dark One’s Blessing feature, which gives you temporary hit points when you reduce a creature to 0 hit points. You currently have 2 temporary hit points remaining from
can dispel the barrier created by globe of invulnerability, but not any magical effects that are active inside the barrier. If dispel magic targets the magical effect from bless cast by a cleric
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
for healing. A deadly trap might reduce a creature to 0 hit points in one shot, and leaves most creatures hit by it in need of a short or long rest. Consult the following tables when determining a
is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
any wandering cultists are defeated, reduce the number of cultists encountered in area V33 accordingly. If the characters make no effort to hide the bodies of the cultists they defeat, someone stumbles
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find. Treasure. The mundane supplies have a total value of about 20 gp
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reduce the status of both. Wealth also changes hands between cloud giants when they indulge their obsession for gambling and wagering. Cloud giants don’t engage in betting for enjoyment; it is less a
instead wear exquisite masks made of precious materials adorned with gemstones. Each noble has a collection of these masks that it wears to conceal its face but still reflect its current mood; an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
enough damage to reduce its height to 50 feet, the tower drops to its original position (so that the floor of area P51 is level with the second floor of the palace), and the beanstalk dies. P18. Banquet
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






