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Returning 33 results for 'blocking border diffusing count replaces'.
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Monsters
Quests from the Infinite Staircase
entirety of the Eternal Garden.
Lair Actions
On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can’t take the same lair action two
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
Monsters
Fizban's Treasury of Dragons
storage. Occasionally, though, a whimsical moonstone dragon delights in shaking things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily
a moonstone dragon’s lair that lie in the Border Ethereal.A Moonstone Dragon’s Lair
For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings
Monsters
Fizban's Treasury of Dragons
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
the Material Plane. And features such as the cloud bridges of the silver dragon lair (map 5.13) can be used for the parts of a moonstone dragon’s lair that lie in the Border Ethereal.A Moonstone
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Primal Awareness 3rd-level ranger feature, which replaces the Primeval Awareness feature You can focus your awareness through the interconnections of nature: you learn additional spells when you
reach certain levels in this class if you don’t already know them, as shown in the Primal Awareness Spells table. These spells don’t count against the number of ranger spells you know. Primal Awareness
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Eternal Garden Features The Eternal Garden has the following features: Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset
. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden. Eternal Summer. The climate in the garden is a perpetual, lovely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
the Dessarin River, carrying the barge traffic (and river piracy) that interests the Cult of the Crushing Wave. The gnome town of Tulvar replaces Westbridge, while the Etterboek takes the place of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Material Plane, and the Ethereal Plane. The challenge rating of a legendary moonstone dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties
it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
prominent citizens have been kidnapped in the past several days. May I count on your help in rescuing them?”
Lord Neverember describes the kidnap victims as follows: Eldon Keyward is a highly
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
descriptions. Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an
action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
descriptions. Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an
attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on fellow Harpers to rescue them. Sometimes Harper agents must band together to face world-threatening
foes, at which point the deep friendships between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Underdark
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
. If the characters fight the wardens downstairs, the two Speaker Devils lurking upstairs hear the fray. The devils head downstairs and join the fight on Initiative count 0 of the second round (losing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
haunted house as their base might be hin pirates, or at the very least count some halflings among the crew, keen to avoid the authorities at Rollstone Keep up the coast.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
you Advantage on your attack roll? A familiar can’t attack, but it can take non-Attack actions, including Help. Does the familiar of Find Familiar count as an ally for the purposes of Sneak Attack? A
against Guardian of Faith and takes 10 Radiant damage, how much damage does that count against the total amount of damage the spell can deal? Is it 20 because that’s how much it dealt or 10 because
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on a piece of paper. When the time comes for the goblins to act, two of them rush forward and make melee
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall. Initiative. The trap acts on initiative count 20
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
initiative for their characters, then roll initiative for the gnolls, dretches, giant hyena, mastiff, and hezrou. All the gnolls act on the same initiative count, and all the dretches act together as well
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
you to be able to attack; you simply need to be able to provide some sort of distraction. Does the familiar of find familiar count as an ally for the purposes of Sneak Attack? A familiar is an allied
the weapon attack if you have advantage on the attack roll and hit. When a creature successfully saves against guardian of faith and takes 10 radiant damage, how much damage does that count against the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
replaces one of its feet, which it lost in battle years ago. Tucked in the pockets of its overcoat are four fist-sized gray gemstones — the control gems for the gray slaadi that guard the ship’s upper
lair actions. On initiative count 20 (losing initiative ties), N’ghathrod can take one lair action to cause one of the following effects:
N’ghathrod creates a magical duplicate of itself anywhere
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
with glowing-hot coals provide light and heat. Through the smoky haze, you count nine doors embedded in the north, west, and east walls.
Fifteen duergar guards occupy this area—six relaxing in the main
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
defeated, each round on initiative count 10, the orrery erupts with a 100-foot-long, 5-foot-wide beam of necrotic energy that shoots down one of the orrery’s six central walkways at random. To determine
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
elementals attack. Elemental Cannon. On initiative count 20 (losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement
from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
. Creature. After the first character enters the room, roll initiative. A gibbering mouther wriggles through the portal on its initiative count, but can take no other actions on its first turn. Thereafter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the
. Lair Actions If Gar is in the water node while Olhydra isn’t, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
several high-ranking visitors: a cloud giant count named Vaal (neutral evil), a fire giant duchess named Tartha (lawful evil), a frost giant jarl named Hellenhild (neutral evil), and a stone giant thane
back of her pet killer whale. Dealing with the Giant Lords Ordning or no, Count Vaal, Duchess Tartha, Jarl Hellenhild, and Thane Braxow know better than to defy the storm giants in their own stronghold
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trapped there indefinitely.
Dzaan Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a
(4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
in an unoccupied space within 15 feet of the creature. The new swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud noises, the bats settle back into their roosts at the end of the
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
particularly volatile. The first character who enters the room triggers a roll on the Eldritch Surges table. After the surge begins, on initiative count 20 (losing initiative ties), roll again on the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
world from the Border Ethereal and attacks any trespassers that it sees, first using its Horrifying Visage action, and then its Possession and Withering Touch. If it succeeds in possessing a creature
initiative count, the ghost of another chieftain appears next to the tree. This process continues until four Uthgardt ghosts have been defeated. The ghosts don’t attack members of the Blue Bear tribe. Any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to form the west border of the Silver Marches. Mithral Hall, one of the strongest dwarfholds of the North, lies deep within the Frost Hills, as do various Uthgardt encampments. Gauntlgrym Once a great
has AC 15, 500 hit points, a damage threshold of 15, and immunity to fire and psychic damage. As long as it has 1 hit point remaining, it regenerates 50 hit points on initiative count 0. Although it’s






