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Returning 35 results for 'being blocking diffusing cause recluse'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
inevitably emerge on the surface, the dire corbies’ voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life.Thunder
Spells
Xanathar's Guide to Everything
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Arrival at Korth Leaving the Ashen Spires behind, the characters see the Nightwood sprawling into the distance, and their destination, the city of Korth, beyond it. The Recluse slows as it draws near
shields and has a frame gilt in silver, gold, and other precious metals.
The cargo lift is about 50 feet away from the edge of the dock where the Recluse is moored. The individuals on the lift are the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Arrival at Korth Leaving the Ashen Spires behind, the characters see the Nightwood sprawling into the distance, and their destination, the city of Korth, beyond it. The Recluse slows as it draws near
shields and has a frame gilt in silver, gold, and other precious metals.
The cargo lift is about 50 feet away from the edge of the dock where the Recluse is moored. The individuals on the lift are the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Arrival at Korth Leaving the Ashen Spires behind, the characters see the Nightwood sprawling into the distance, and their destination, the city of Korth, beyond it. The Recluse slows as it draws near
shields and has a frame gilt in silver, gold, and other precious metals.
The cargo lift is about 50 feet away from the edge of the dock where the Recluse is moored. The individuals on the lift are the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Temple of the Gods 7th-level conjuration Casting Time: 1 hour Range: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration: 24 hours You cause a temple to shimmer into existence
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Temple of the Gods 7th-level conjuration Casting Time: 1 hour Range: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration: 24 hours You cause a temple to shimmer into existence
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Temple of the Gods 7th-level conjuration Casting Time: 1 hour Range: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration: 24 hours You cause a temple to shimmer into existence
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies’ voracious appetites cause them to quickly strip their new environment—including any nearby
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies’ voracious appetites cause them to quickly strip their new environment—including any nearby
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies’ voracious appetites cause them to quickly strip their new environment—including any nearby
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
jumble does collapse. Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes a few hours of work. Moving Stones. This area was a large storage cellar and
light touch. Thus, minor earth tremors can cause the stones to move. Intruders, even beasts, can move stones about accidentally. The Believers have never figured out the magic, and none have seen the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
jumble does collapse. Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes a few hours of work. Moving Stones. This area was a large storage cellar and
light touch. Thus, minor earth tremors can cause the stones to move. Intruders, even beasts, can move stones about accidentally. The Believers have never figured out the magic, and none have seen the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
jumble does collapse. Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes a few hours of work. Moving Stones. This area was a large storage cellar and
light touch. Thus, minor earth tremors can cause the stones to move. Intruders, even beasts, can move stones about accidentally. The Believers have never figured out the magic, and none have seen the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
toward the myconids, one violet fungus attacks them, extending long tendrils that cause immediate rot when they touch living flesh. Read this text: As you advance into the cave, a sickly looking mushroom
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
toward the myconids, one violet fungus attacks them, extending long tendrils that cause immediate rot when they touch living flesh. Read this text: As you advance into the cave, a sickly looking mushroom
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
toward the myconids, one violet fungus attacks them, extending long tendrils that cause immediate rot when they touch living flesh. Read this text: As you advance into the cave, a sickly looking mushroom
Elemental Plane of Fire—another dimension of reality that is the cosmic source of fiery energy. The Plane of Fire is the origin of both the orange crystal blocking the vent (which is actually an egg case
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
can only benefit from the spring once. 2 A djinni recluse dwells on the island and grants favors. 3 Pixies beg the characters to help them oust a group of 3d10 trophy hunters (scouts) from the island. 4 The island holds the tomb of an archdruid, which contains a portal to the Feywild.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
can only benefit from the spring once. 2 A djinni recluse dwells on the island and grants favors. 3 Pixies beg the characters to help them oust a group of 3d10 trophy hunters (scouts) from the island. 4 The island holds the tomb of an archdruid, which contains a portal to the Feywild.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
can only benefit from the spring once. 2 A djinni recluse dwells on the island and grants favors. 3 Pixies beg the characters to help them oust a group of 3d10 trophy hunters (scouts) from the island. 4 The island holds the tomb of an archdruid, which contains a portal to the Feywild.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
sign of great success. One that can be moved by the runts of the tribe is proof of a shameful performance. The loss of a tribe’s war wagon can undermine the chieftain’s authority and cause the tribe to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
openings overlook the snow-covered grounds outside the stronghold.
Unless she has cause to leave the overlook and raise the drawbridge in area O2, a duergar named Urthhild stands guard here, stamping
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
sign of great success. One that can be moved by the runts of the tribe is proof of a shameful performance. The loss of a tribe’s war wagon can undermine the chieftain’s authority and cause the tribe to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
openings overlook the snow-covered grounds outside the stronghold.
Unless she has cause to leave the overlook and raise the drawbridge in area O2, a duergar named Urthhild stands guard here, stamping
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between






