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Returning 35 results for 'blocked branching diffusing continues rating'.
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Spells
Xanathar's Guide to Everything
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns
Monsters
Planescape: Adventures in the Multiverse
the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time dragon;Ancient time dragons can create temporal gates connected
their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair.
The challenge rating of an ancient time
Monsters
Planescape: Adventures in the Multiverse
have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time
challenge rating of an ancient or adult time dragon;adult time dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T9. Eastern Arch One of the statues atop this arch has crumbled, leaving only the hindquarters of the horse intact. The mountain pass continues beyond. This arch contains 10-foot-square guard posts
, one on each side of the bridge. Both rooms are empty. Beyond this arch, Tsolenka Pass hugs the mountainside for three miles before branching north and south. The northern branch leads to the Amber
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T9. Eastern Arch One of the statues atop this arch has crumbled, leaving only the hindquarters of the horse intact. The mountain pass continues beyond. This arch contains 10-foot-square guard posts
, one on each side of the bridge. Both rooms are empty. Beyond this arch, Tsolenka Pass hugs the mountainside for three miles before branching north and south. The northern branch leads to the Amber
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T9. Eastern Arch One of the statues atop this arch has crumbled, leaving only the hindquarters of the horse intact. The mountain pass continues beyond. This arch contains 10-foot-square guard posts
, one on each side of the bridge. Both rooms are empty. Beyond this arch, Tsolenka Pass hugs the mountainside for three miles before branching north and south. The northern branch leads to the Amber
Monsters
Fizban's Treasury of Dragons
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can
Monsters
Fizban's Treasury of Dragons
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
magical mobility, using flight and teleportation to navigate obstacles in their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it’s encountered in its lair.
Lair
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hour You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The
you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including a
creature), the target has Half Cover. If three or four of those lines are blocked but the attack or effect can still reach the target (such as when the target is behind an arrow slit), the target has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including a
creature), the target has Half Cover. If three or four of those lines are blocked but the attack or effect can still reach the target (such as when the target is behind an arrow slit), the target has
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including a
creature), the target has Half Cover. If three or four of those lines are blocked but the attack or effect can still reach the target (such as when the target is behind an arrow slit), the target has
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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. From
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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. From
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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. From
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach
target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target. Optional Rule: Flanking If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach
target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target. Optional Rule: Flanking If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still reach
target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target. Optional Rule: Flanking If
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
of the cells is dimly lit. The corridor is 40 feet long. Branching off it are eight cells, four along each wall. Light spills out of cell K74h. A hinged door made up of 1-inch-thick rusted iron bars
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
of the cells is dimly lit. The corridor is 40 feet long. Branching off it are eight cells, four along each wall. Light spills out of cell K74h. A hinged door made up of 1-inch-thick rusted iron bars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
, which increase its challenge rating to 8 (3,900 XP): It has 161 (14d12 + 70) hit points. Its Strength and Constitution are 20 (+5). On one of its claws it wears a rune-covered copper band that makes it
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
of the cells is dimly lit. The corridor is 40 feet long. Branching off it are eight cells, four along each wall. Light spills out of cell K74h. A hinged door made up of 1-inch-thick rusted iron bars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
, which increase its challenge rating to 8 (3,900 XP): It has 161 (14d12 + 70) hit points. Its Strength and Constitution are 20 (+5). On one of its claws it wears a rune-covered copper band that makes it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
, which increase its challenge rating to 8 (3,900 XP): It has 161 (14d12 + 70) hit points. Its Strength and Constitution are 20 (+5). On one of its claws it wears a rune-covered copper band that makes it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expert guides to this vast cosmic network of branching pathways, constantly studying the ever-changing paths as the tree continues its eternal growth. Axel Defois A portal to the Beastlands opens amid the branches of the World Tree
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expert guides to this vast cosmic network of branching pathways, constantly studying the ever-changing paths as the tree continues its eternal growth. Axel Defois A portal to the Beastlands opens amid the branches of the World Tree
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expert guides to this vast cosmic network of branching pathways, constantly studying the ever-changing paths as the tree continues its eternal growth. Axel Defois A portal to the Beastlands opens amid the branches of the World Tree
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
transport to Hades. Covens. A night hag that is part of a coven (see the “Hag Covens” sidebar) has a challenge rating of 7 (2,900 XP). Night Hag
Medium fiend, neutral evil
Armor Class 17 (natural
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
transport to Hades. Covens. A night hag that is part of a coven (see the “Hag Covens” sidebar) has a challenge rating of 7 (2,900 XP). Night Hag
Medium fiend, neutral evil
Armor Class 17 (natural
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
transport to Hades. Covens. A night hag that is part of a coven (see the “Hag Covens” sidebar) has a challenge rating of 7 (2,900 XP). Night Hag
Medium fiend, neutral evil
Armor Class 17 (natural






