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Returning 35 results for 'being bars diffusing consult requires'.
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Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
Species
Van Richten’s Guide to Ravenloft
creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. Wolf Pen A wooden portcullis bars this room. The portcullis can be lifted with a successful DC 16 Strength (Athletics) check. Small creatures can squeeze between its bars with a successful DC 10
Dexterity (Athletics) check. The room is empty except for a pair of latched wooden gates in the north wall. Beyond the gates are two wolf pens strewn with gnawed bones. Opening or closing a gate requires an action. Two vicious, hungry wolves are locked in each pen. The goblins use them as mounts.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. Wolf Pen A wooden portcullis bars this room. The portcullis can be lifted with a successful DC 16 Strength (Athletics) check. Small creatures can squeeze between its bars with a successful DC 10
Dexterity (Athletics) check. The room is empty except for a pair of latched wooden gates in the north wall. Beyond the gates are two wolf pens strewn with gnawed bones. Opening or closing a gate requires an action. Two vicious, hungry wolves are locked in each pen. The goblins use them as mounts.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. Wolf Pen A wooden portcullis bars this room. The portcullis can be lifted with a successful DC 16 Strength (Athletics) check. Small creatures can squeeze between its bars with a successful DC 10
Dexterity (Athletics) check. The room is empty except for a pair of latched wooden gates in the north wall. Beyond the gates are two wolf pens strewn with gnawed bones. Opening or closing a gate requires an action. Two vicious, hungry wolves are locked in each pen. The goblins use them as mounts.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The remains in the southwest cell are those of a female orog who was captured by Arcturia and stripped of her weapons. The hobgoblins found her, shot her full of arrows through the bars, and left her
can be used to raise any of the portcullises one at a time, or to lower all the portcullises into place. The portcullises are impervious to weapon damage. The gaps between the bars are 4 inches wide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The remains in the southwest cell are those of a female orog who was captured by Arcturia and stripped of her weapons. The hobgoblins found her, shot her full of arrows through the bars, and left her
can be used to raise any of the portcullises one at a time, or to lower all the portcullises into place. The portcullises are impervious to weapon damage. The gaps between the bars are 4 inches wide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The remains in the southwest cell are those of a female orog who was captured by Arcturia and stripped of her weapons. The hobgoblins found her, shot her full of arrows through the bars, and left her
can be used to raise any of the portcullises one at a time, or to lower all the portcullises into place. The portcullises are impervious to weapon damage. The gaps between the bars are 4 inches wide
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of occupation.
Entering the fortress is the characters’ first challenge. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze
leading down to area A21 and area A23 can be accessed by the adventurers. Scaling the mountain requires a successful DC 10 Strength (Athletics) check, as there are plenty of handholds and footholds
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of occupation.
Entering the fortress is the characters’ first challenge. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze
leading down to area A21 and area A23 can be accessed by the adventurers. Scaling the mountain requires a successful DC 10 Strength (Athletics) check, as there are plenty of handholds and footholds
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of occupation.
Entering the fortress is the characters’ first challenge. The portcullis in area A1 is too heavy to lift, and its bars are too narrowly spaced for even Small characters to squeeze
leading down to area A21 and area A23 can be accessed by the adventurers. Scaling the mountain requires a successful DC 10 Strength (Athletics) check, as there are plenty of handholds and footholds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the caves but avoid them because they’re hard to reach. The characters must climb or fly 200 feet to reach either cave, which is situated in the middle of a hillside escarpment. Any such climb requires
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny
object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Outer Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such
as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Outer
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny
object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
members can attempt to steal one or more of the boats, but doing so requires a successful DC 16 Dexterity (Stealth) check (and the kuo-toa are able to sense invisible creatures). The kuo-toa pursue any
auguries are unclear, and the whip feels the need to consult the archpriest of the Deep Father (area 4). If the characters met or spoke with the archpriest of the Deep Father before coming here, the whip automatically refuses their request to leave.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
members can attempt to steal one or more of the boats, but doing so requires a successful DC 16 Dexterity (Stealth) check (and the kuo-toa are able to sense invisible creatures). The kuo-toa pursue any
auguries are unclear, and the whip feels the need to consult the archpriest of the Deep Father (area 4). If the characters met or spoke with the archpriest of the Deep Father before coming here, the whip automatically refuses their request to leave.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Outer Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such
as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Outer
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
members can attempt to steal one or more of the boats, but doing so requires a successful DC 16 Dexterity (Stealth) check (and the kuo-toa are able to sense invisible creatures). The kuo-toa pursue any
auguries are unclear, and the whip feels the need to consult the archpriest of the Deep Father (area 4). If the characters met or spoke with the archpriest of the Deep Father before coming here, the whip automatically refuses their request to leave.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Outer Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This flickering crystal holds the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such
as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Outer
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Elemental Essence Shard Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny
object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
featureless except for an iron lever set into the south wall. The lever is 12 feet off the ground and frozen in the down position. Pushing it up requires a successful DC 24 Strength (Athletics) check. Medium
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. One
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. One






