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Returning 35 results for 'bigger barriers diffusing cover regarded'.
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Monsters
Baldur’s Gate: Descent into Avernus
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.
Intellect Devourer
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Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless
intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its
Monsters
Strixhaven: A Curriculum of Chaos
provides total cover. It has AC 17, 30 hit points, and immunity to poison and psychic damage.
Spellcasting. The professor casts one of the following spells, requiring no material components and using
structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile
Aarakocra
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Species
Elemental Evil Player's Companion
upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons.
Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features Druid Level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and
cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features Druid Level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and
cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
I dreamed, they would be bigger dreams than yours, though, because my head is bigger.
Circle of Dreams Features Druid Level Feature 2nd Balm of the Summer Court 6th Hearth of Moonlight and
cover blocks the sphere. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alive, Durth Sunblight, a duergar mind master (see appendix C), leads three duergar named Klaska, Ossyl, and Zublorr to the Town Hall under the cover of night, making their way inside through the north
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alive, Durth Sunblight, a duergar mind master (see appendix C), leads three duergar named Klaska, Ossyl, and Zublorr to the Town Hall under the cover of night, making their way inside through the north
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alive, Durth Sunblight, a duergar mind master (see appendix C), leads three duergar named Klaska, Ossyl, and Zublorr to the Town Hall under the cover of night, making their way inside through the north
spends most of his free time in a tavern called the Wet Trout. Scython is widely regarded as a font of useful information. Although he doesn’t know anything about the duergar or the stolen chardalyn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
, the intellect devourer has total cover against attacks and other effects originating outside its host that isn’t protected by protection from evil and good. The intellect devourer retains its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
, the intellect devourer has total cover against attacks and other effects originating outside its host that isn’t protected by protection from evil and good. The intellect devourer retains its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
, the intellect devourer has total cover against attacks and other effects originating outside its host that isn’t protected by protection from evil and good. The intellect devourer retains its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
intellect devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
intellect devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
intellect devourer has Total Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
had help from one of the other guilds when he escaped. We are enlisting others to investigate that connection, as it could point to a bigger problem.” “We need you to track down Krenko and bring him
back alive. Then we can interrogate him and keep him off the streets for good.” “I am prepared to give you ten zinos right now to cover any expenses you might incur during your investigation. Upon
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
had help from one of the other guilds when he escaped. We are enlisting others to investigate that connection, as it could point to a bigger problem.” “We need you to track down Krenko and bring him
back alive. Then we can interrogate him and keep him off the streets for good.” “I am prepared to give you ten zinos right now to cover any expenses you might incur during your investigation. Upon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
had help from one of the other guilds when he escaped. We are enlisting others to investigate that connection, as it could point to a bigger problem.” “We need you to track down Krenko and bring him
back alive. Then we can interrogate him and keep him off the streets for good.” “I am prepared to give you ten zinos right now to cover any expenses you might incur during your investigation. Upon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
considered an inanimate object, not a creature. Medium or smaller creatures that squeeze inside it can use the outer shell and inner mechanisms as cover. Bigger creatures can’t fit inside the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
designed to allow archers to fire at intruders who come through the door at area B4. The arrow slits provide three-quarters cover. B6. Storage Room An unlocked wooden door closes off this empty room. B7
tables, and an empty wooden trunk. There’s a 25 percent chance that one piece of furniture (determined randomly) is a mimic that usually feeds on rats but never passes up a bigger meal. B10. Old Tavern
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
thongs. Bigger Means Better. In a hill giant’s world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants
villagers cover themselves in blankets and stand on one another’s shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
designed to allow archers to fire at intruders who come through the door at area B4. The arrow slits provide three-quarters cover. B6. Storage Room An unlocked wooden door closes off this empty room. B7
tables, and an empty wooden trunk. There’s a 25 percent chance that one piece of furniture (determined randomly) is a mimic that usually feeds on rats but never passes up a bigger meal. B10. Old Tavern
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
thongs. Bigger Means Better. In a hill giant’s world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants
villagers cover themselves in blankets and stand on one another’s shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
thongs. Bigger Means Better. In a hill giant’s world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants
villagers cover themselves in blankets and stand on one another’s shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
designed to allow archers to fire at intruders who come through the door at area B4. The arrow slits provide three-quarters cover. B6. Storage Room An unlocked wooden door closes off this empty room. B7
tables, and an empty wooden trunk. There’s a 25 percent chance that one piece of furniture (determined randomly) is a mimic that usually feeds on rats but never passes up a bigger meal. B10. Old Tavern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle’s Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent






