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Returning 35 results for 'being barrier diffusing crypt remains'.
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Spells
Player’s Handbook
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within
it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such
Scroll of Protection
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything
within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
long as the barrier remains.
Face
Charges
Effect
1
1
Gases, wind, and fog can't pass through the barrier.
2
2
Nonliving matter can't pass through the barrier. Walls, floors
charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1
Globe of Invulnerability
Legacy
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Spells
Basic Rules (2014)
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect
creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them
Magic Items
Curse of Strahd
, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
The essence of Markovia&rsquo
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 16 Constitution saving throw or be
, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the
Demilich
Legacy
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Monsters
Monster Manual (2014)
its flying speed.
Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving
turns, ending the curse on a success.A Demilich’s Lair
A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils
Drow Matron Mother
Legacy
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Monsters
Mordenkainen’s Tome of Foes
slots): blade barrier, harm
7th level (2 slots): divine word, plane shift
8th level (1 slot): holy aura
9th level (1 slot): gate
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on
yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Manual). The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
’s wall—the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds
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
(Athletics) check; using a crowbar or the like grants advantage on the check. 23A. Empty Crypt The blank stone slab meant to seal this crypt leans against a nearby wall. The crypt is empty. 23B
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target
creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
tool and a successful DC 11 Strength (Athletics) check. The Nandar crypt contains a stone bier, upon which rests a wooden coffin. The coffin can easily be pried open and holds the skeletal remains and
(see “The Nandars of Nightstone” sidebar). 6a. Nandar Crypt and Graveyard Narrow footpaths meander among the graves, most of which are marked with granite headstones. A couple of these markers were
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the
barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target
creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells. Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the
barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crypt houses the remains of the person or persons whose epitaph is inscribed on the front of the slab. The crypts are described in the following sections, their epitaphs noted under the crypt’s number
can be triggered a total of four times before its supply of darts is depleted. If the door to the crypt is opened, read: This crypt smells of roses. The remains atop its marble slab have disintegrated
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
instantly and leave behind no remains.
This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso&mdash
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
of the Talhund. Dwarven Made The crypt is solid dwarven construction. Its stone remains strong despite millennia of neglect. Carvings of dwarf priests are prevalent, as are carvings of mountain peaks
Crypt Features Once the characters solve the puzzle in Talhundereth’s crypt entrance (area T20), they can enter this structure when they wish. The following features are common throughout the Crypt
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
spell circles to break the curse. On entering a new room, roll 1d4 and have the party find: 1. 2d6 angry castle staff (Spectres); 2. skeletal remains of the previous residents; 3. 1d4 vengeful castle
guards (Wraiths); 4. floors and surfaces coated in slippery ice. Spell circles are in the first, fourth and fifth rooms the party explore. A final spell circle is in the crypt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
crypt, monument, vault, and workshop, the ossuary serves many functions for the warforged who maintain it. Other ossuaries exist in a variety of locations. The basic functions of these places remain
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. If the characters have put the crypt’s haunts to rest (see the “Purifying the Crypt” section), the skeleton remains at rest when the characters enter. Otherwise, the skeleton pushes open the
they imbued it with splinters of their malignant intellects. This desecration is a major reason the crypt remains haunted. The Talhund blessed the gemstone so that it can’t be shattered, but it can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
remains of Hellriders who died fighting at Zariel’s side. Their restless spirits yearn for peace yet are doomed to haunt this place until once more called to arms. Dozens of dead knights kneel before the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
an accomplished gnome map merchant named Anaxi Zephries, known as “the Cartophile.” Information collected by Anaxi over the years has traced Kwalish’s route into the Barrier Peaks — at least up to the
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
break in. The crypt holds the remains of a minor lord and lady, buried here centuries ago. The orb sits in a wooden containment cask in plain sight on the floor. See chapter 7 for more information on devastation orbs.
the door of the crypt you’re looking for, along with someone — or something — that stands almost eight feet tall and hides itself under a huge, sodden cloak.
The Kraken Society agents here at the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ancient Seal This curse protects the resting place of a long-dead ruler and punishes any who disturb the ruler’s remains or plunder the treasures. Pronouncement. Carved into the stone of the crypt
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
object as long as the barrier remains. Charges Effect 1 Gases, wind, and fog can’t pass through the barrier. 2 Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the remains of the following ne’er-do-wells: Crypt A holds Yerda Ever-Coin, who paid her debts with stolen stars. Crypt B holds “Cyclops” Phelnidus, beloved by numerals and friend of dice. Crypt C
room has collapsed, burying much of the area. At its center, a broken marble bier stands atop a short dais.
This room once served as a place to view the remains of those who died in Phenax’s service
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dead, under mountains of gold coins.
The treasure lies in a crypt in Castle Ravenloft (chapter 4, area K84, crypt 31). 5 of Swords—Myrmidon Look for a den of wolves in the hills overlooking a
mountain lake. The treasure belongs to Mother Night.
The treasure lies in the shrine of Mother Night in the werewolf den (chapter 15, area Z7). 6 of Swords—Berserker Find the Mad Dog’s crypt. The treasure






