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Returning 35 results for 'blast barriers diffusing complete reason'.
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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
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
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
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
complete their quests and return home as quickly as possible.
The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.
Firbolg Adventurers
d8
Reason for Adventuring
1
Outcast for murder
2
Outcast for severely damaging home territory
3
Clan slain by invading humanoids
4
Clan slain by a dragon or demon
5
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
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->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->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->Princes of the Apocalypse
is far from complete, however. Entire sections of the city still lie in rubble, plagued by brigands and monsters, and sinister factions scheme to take over the place. Neverwinter is part of the
as little as eight or nine days. Reason to Visit. If the characters need the services and commerce of a big city and Waterdeep doesn’t do for some reason, then Neverwinter is the next best choice.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is far from complete, however. Entire sections of the city still lie in rubble, plagued by brigands and monsters, and sinister factions scheme to take over the place. Neverwinter is part of the
as little as eight or nine days. Reason to Visit. If the characters need the services and commerce of a big city and Waterdeep doesn’t do for some reason, then Neverwinter is the next best choice.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Background As basic training at Spelljammer Academy comes to its conclusion, the characters are required to complete their first mission aboard a spelljamming ship. As luck would have it, orders have
reason, a staff member is coming along to supervise and make sure nothing prevents the character-recruits from completing their mission. That staff member is Petty Officer Winston Ryeback. The spy is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is far from complete, however. Entire sections of the city still lie in rubble, plagued by brigands and monsters, and sinister factions scheme to take over the place. Neverwinter is part of the
as little as eight or nine days. Reason to Visit. If the characters need the services and commerce of a big city and Waterdeep doesn’t do for some reason, then Neverwinter is the next best choice.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Background As basic training at Spelljammer Academy comes to its conclusion, the characters are required to complete their first mission aboard a spelljamming ship. As luck would have it, orders have
reason, a staff member is coming along to supervise and make sure nothing prevents the character-recruits from completing their mission. That staff member is Petty Officer Winston Ryeback. The spy is
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Background As basic training at Spelljammer Academy comes to its conclusion, the characters are required to complete their first mission aboard a spelljamming ship. As luck would have it, orders have
reason, a staff member is coming along to supervise and make sure nothing prevents the character-recruits from completing their mission. That staff member is Petty Officer Winston Ryeback. The spy is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is intentionally vague about how much time it takes Teremini to complete her ritual. The players should feel that time is of the essence, but not so much that their characters can’t afford to retreat
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is intentionally vague about how much time it takes Teremini to complete her ritual. The players should feel that time is of the essence, but not so much that their characters can’t afford to retreat
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is intentionally vague about how much time it takes Teremini to complete her ritual. The players should feel that time is of the essence, but not so much that their characters can’t afford to retreat
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
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->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






