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Returning 35 results for 'being barriers diffusing completed returns'.
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being barriers diffusing completely returns
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
":"Sledgehammer"} bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slay escaped prisoners. Once it has completed its task, the elemental always returns to its mistress. Treasure Fenthaza carries a ring of keys that unlock the manacles and shackles worn by the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slay escaped prisoners. Once it has completed its task, the elemental always returns to its mistress. Treasure Fenthaza carries a ring of keys that unlock the manacles and shackles worn by the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slay escaped prisoners. Once it has completed its task, the elemental always returns to its mistress. Treasure Fenthaza carries a ring of keys that unlock the manacles and shackles worn by the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper’s choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper’s choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
youthful features similar to those of other elves, although their skin remains deathly pale. Immortal Servants. The shadar-kai know that when they die, the Raven Queen captures their souls and returns
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper’s choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are freed from infernal bondage. The planetar imprisoned within the Companion raises the city out of the Nine Hells and returns it to Faerûn (see “The Planetar’s Power”). Zariel accompanies the city
tale of the two cities has been successfully completed to the characters’ satisfaction, the events of the adventure continue to play out in Baldur’s Gate and Elturel after the fact. In particular, if
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are freed from infernal bondage. The planetar imprisoned within the Companion raises the city out of the Nine Hells and returns it to Faerûn (see “The Planetar’s Power”). Zariel accompanies the city
tale of the two cities has been successfully completed to the characters’ satisfaction, the events of the adventure continue to play out in Baldur’s Gate and Elturel after the fact. In particular, if
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are freed from infernal bondage. The planetar imprisoned within the Companion raises the city out of the Nine Hells and returns it to Faerûn (see “The Planetar’s Power”). Zariel accompanies the city
tale of the two cities has been successfully completed to the characters’ satisfaction, the events of the adventure continue to play out in Baldur’s Gate and Elturel after the fact. In particular, if
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
treasures catch their fancy, and leaving destruction in their wake. When one of the githyanki’s astral vessels returns home after a raid, it is laden with the spoils of the incursion. Vlaakith makes
endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
treasures catch their fancy, and leaving destruction in their wake. When one of the githyanki’s astral vessels returns home after a raid, it is laden with the spoils of the incursion. Vlaakith makes
endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
treasures catch their fancy, and leaving destruction in their wake. When one of the githyanki’s astral vessels returns home after a raid, it is laden with the spoils of the incursion. Vlaakith makes
endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as the party returns with gold, lore, and resources. FILLING POSITIONS
A franchise’s majordomo can take a company position (see the next section) in addition to the positions taken by the characters
other skilled hirelings from helping with franchise tasks and downtime activities until the mission is completed. As with untrained hirelings, detailing a group background and assigning personality
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as the party returns with gold, lore, and resources. FILLING POSITIONS
A franchise’s majordomo can take a company position (see the next section) in addition to the positions taken by the characters
other skilled hirelings from helping with franchise tasks and downtime activities until the mission is completed. As with untrained hirelings, detailing a group background and assigning personality
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as the party returns with gold, lore, and resources. FILLING POSITIONS
A franchise’s majordomo can take a company position (see the next section) in addition to the positions taken by the characters
other skilled hirelings from helping with franchise tasks and downtime activities until the mission is completed. As with untrained hirelings, detailing a group background and assigning personality
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
seek reinforcements. If the characters remain in the area, the patrol returns with two additional patrols 1d10 minutes later. Drow Spore Servants These drow became infected with Zuggtmoy’s spores and
before the triggering spell is completed. The reverse gravity lasts for 1 minute, and is accompanied by a peal of thunder that alerts everyone nearby. The caster of the triggering spell must make a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
seek reinforcements. If the characters remain in the area, the patrol returns with two additional patrols 1d10 minutes later. Drow Spore Servants These drow became infected with Zuggtmoy’s spores and
before the triggering spell is completed. The reverse gravity lasts for 1 minute, and is accompanied by a peal of thunder that alerts everyone nearby. The caster of the triggering spell must make a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
seek reinforcements. If the characters remain in the area, the patrol returns with two additional patrols 1d10 minutes later. Drow Spore Servants These drow became infected with Zuggtmoy’s spores and
before the triggering spell is completed. The reverse gravity lasts for 1 minute, and is accompanied by a peal of thunder that alerts everyone nearby. The caster of the triggering spell must make a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and are impervious to damage until the ritual to destroy the Princess of the Shadow Glass is completed. Closer examination of the ritual circle reveals that it contains a semicircle of candle stubs
harmlessly, and the scrivener’s mark fades from all the characters. If the ritual is not completed, Nintra regains all her hit points and expended spells in 1 hour. During that time, she is immune to damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and are impervious to damage until the ritual to destroy the Princess of the Shadow Glass is completed. Closer examination of the ritual circle reveals that it contains a semicircle of candle stubs
harmlessly, and the scrivener’s mark fades from all the characters. If the ritual is not completed, Nintra regains all her hit points and expended spells in 1 hour. During that time, she is immune to damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and are impervious to damage until the ritual to destroy the Princess of the Shadow Glass is completed. Closer examination of the ritual circle reveals that it contains a semicircle of candle stubs
harmlessly, and the scrivener’s mark fades from all the characters. If the ritual is not completed, Nintra regains all her hit points and expended spells in 1 hour. During that time, she is immune to damage
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
attached to drops to 0 hit points, or if Markos drops to 0 hit points before the ritual is completed, the fragment of Krokulmar returns to the Far Realm. Sending the fragment back to the Far Realm ends the
occupying the same space. Neither can be separated from the other until one or both of them drop to 0 hit points, at which point the fragment of Krokulmar returns to the Far Realm. While under the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
attached to drops to 0 hit points, or if Markos drops to 0 hit points before the ritual is completed, the fragment of Krokulmar returns to the Far Realm. Sending the fragment back to the Far Realm ends the
occupying the same space. Neither can be separated from the other until one or both of them drop to 0 hit points, at which point the fragment of Krokulmar returns to the Far Realm. While under the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
attached to drops to 0 hit points, or if Markos drops to 0 hit points before the ritual is completed, the fragment of Krokulmar returns to the Far Realm. Sending the fragment back to the Far Realm ends the
occupying the same space. Neither can be separated from the other until one or both of them drop to 0 hit points, at which point the fragment of Krokulmar returns to the Far Realm. While under the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Klondorn, it tosses aside the miter, revealing its true form, and attacks. If reduced to 0 hit points, the devil vanishes in a cloud of black smoke and returns to the Nine Hells, leaving its hat of
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Klondorn, it tosses aside the miter, revealing its true form, and attacks. If reduced to 0 hit points, the devil vanishes in a cloud of black smoke and returns to the Nine Hells, leaving its hat of
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Klondorn, it tosses aside the miter, revealing its true form, and attacks. If reduced to 0 hit points, the devil vanishes in a cloud of black smoke and returns to the Nine Hells, leaving its hat of
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
returns with the guards posted in area 12 (five sahuagin, two sahuagin coral smashers [see appendix C], and two sahuagin priestesses) in 10 rounds. 3. Unfinished Champion’s Quarters Dark blue tiles
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed






