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Returning 35 results for 'blast barriers diffusing carved release'.
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Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar 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
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar 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
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain 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
target is Undead, it also has disadvantage on attack rolls against the brain until the end of the brain’s next turn.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Arcane Bolt", "rollDamageType":"force"} force damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The alhoon magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4);{"diceNotation":"4d8+4", "rollType":"damage", "rollAction":"Mind Blast
Monsters
Candlekeep Mysteries
":"Breath Weapon"}. Miirym uses one of the following breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw
role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
.)
Destroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben&rsquo
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar 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
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and extends roughly a quarter mile beyond the natural walls of the city in both directions. Each end of the rift has a steeply sloping floor, carved with a set of stairs and a wide ramp for both
pedestrians and wagons. Vents along the walls release potent gases that sappers of Clan Xardelvar tap for industrial applications, including the crafting of the magical flame lances used by xarrorn
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
) Proficiency Bonus +2
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
the brain’s next turn.
Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
carnivores or undead. A volunteer citizens’ brigade keeps watch for approaching danger. When residents of the outer wards hear the long blast of warning horns, day or night, they scramble for the safety
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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 spell.
Magic Resistance. The
disadvantage on attack rolls against the brain until the end of the brain’s next turn.
Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high granite pedestal. Dozens of eyes are carved into the wizard’s robe, and he holds a stone staff topped with a flickering magical flame (created by a continual flame spell).
Desk. Resting before
the statue is a tremendous oak desk, behind which stands a high-backed chair carved with screaming faces (see below).
Pneumatic Tubes. Fifteen copper pneumatic tubes span the northwest wall, with a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
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
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. In the center of the image is a triangle pointing downward. An earth elemental looms over a group of warriors. A triangle pointing downward with a horizontal line through it is carved into its chest
attack the characters. The exact timing of this event is left to you, but the characters should be given enough time to take a crack at solving the puzzle. The characters can also release the elementals
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
complete a quest for them. Six months ago, a creature with a boulder-like shell (a geonid) entered the shrine and stole an icon of Merrshaulk. The icon is a serpent figurine carved from obsidian. Ssura and
releasing her. Ubtao has since withdrawn from the world, leaving no one to guard against Dendar’s release.
Ras Nsi, one of Ubtao’s fallen champions, has joined forces with the yuan-ti and become
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. This key opens the locked gate at area 3B. 3B. Locked Gate Carved into the lintel above this locked gate is an inscription written in Old Omuan: “Kubazan urges us to tread without fear and to give back
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
clutches a brass horn (see “Treasure” below). The minotaur shaman treats all intruders as enemies to be carved up and added to his pile of dismembered bodies. His first action in combat is to blow his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure chests sit on stone daises. The chest on the left is carved of black onyx, the middle chest is made of rusty iron, and the chest on the right is cast of silver and glistening with frost
click sounds from within the lid as the clamps around the key release. Any character who climbs inside a chest and closes its lid can turn its golden key with ease. If a chest’s key is turned while the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elder Tempest Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers
save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall of the temple is carved with a towering bas-relief of a mountain. Lashed to the mountain with sticky webs is a struggling and gagged male drow with sacks of spider eggs clinging to his body
baby spiders burst from his chest 2 rounds after his release, killing him. T’rissa carries a ring of iron keys that unlock the cells in area 5d, as well as a separate iron key to area 20d. Dead
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Elder Tempest Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the
failed save, or half as much damage on a successful one.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L1. Stele Forest Towering over you is a gate with two carved stone columns and a gabled roof made from bark tiles. Above the gateway hangs a wooden plaque painted with a white lotus on a black circle
whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required).
Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
him to cause the flood in Sagorpur. Now that Jijibisha is gone, touching any blessed shankha to the tree stump will release him. Using either the Riverine’s Shankha or the magical shankha Plabon gifted
conjures a water elemental that resembles Adirohit An intricately carved jade statuette depicting a muscular version of Adirohit, worth 500 gp A waterproof sack containing a length of the finest silk bastra, embroidered with pearls worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that
casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
simple matter, and she isn’t receptive to bribes. If one or more of her children are imperiled, Speleosa becomes calm and begins negotiating for their safe release. While the characters are dealing with
. Speleosa has gathered thirty amber gemstones (100 gp each). 13c. Treasure Alcove Niches have been carved into the walls of this deep alcove at a height of 15 feet. The stone giants keep their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
enclose an intricately carved well that seems to be illuminated from within. Beyond the well, mounted on the wall, is a blackened mirror with a richly ornamented frame. Directly above the well, in the
tunnel can release the rope and drop into the well, taking no immediate damage (other than being covered in the liquid light), or it can swing its body outward and drop onto the floor, taking falling






