Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blocks bad diffusing contiguous require'.
Other Suggestions:
books bad diffusing contiguous requires
blocks bad diffusing contiguous required
black bad diffusing contiguous require
blows bad diffusing contiguous requires
Spells
Player’s Handbook
. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature
destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
School of Abjuration
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand
school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The collector has advantage on saving throws against spells and other magical effects.
Unusual Nature. The collector doesn’t require air, food, drink, or sleep.Multiattack
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
doesn't require air, food, drink, or sleep.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Monsters
Mythic Odysseys of Theros
site. If the gold is being moved, it knows the direction of the movement. It can’t locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold
. A demon of Theros doesn’t require food, drink, or sleep.
FIENDS OF THEROS
On Theros, the term “demon” encompasses all fiends. The people of Theros might refer to “demons
Monsters
Mythic Odysseys of Theros
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
of Theros doesn't require food, drink, or sleep.
FIENDS OF THEROS
On Theros, the term “demon” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably
Monsters
Eberron: Rising from the Last War
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
You study the puzzles of mortal natures. You’ve seen followers of evil deities perform
Monsters
Eberron: Rising from the Last War
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
Monsters
Icewind Dale: Rime of the Frostmaiden
against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her talons.
Talons. Melee Weapon Attack: +7
stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she
Monsters
Icewind Dale: Rime of the Frostmaiden
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
effects.
Unusual Nature. Auril doesn’t require air, food, drink, or sleep.Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts.
Ice Morningstar. Melee Weapon Attack
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous
choose which side). Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Thuldanin for some new horror of warfare to be unleashed on the battlefield. Or it might require retrieving a secret from the imprisoned thoughts or memories found in the blocks of Tintibulus.
Acheron Acheron is made of immense iron blocks whose metallic surfaces ring beneath the marching feet of endless armies. These blocks drift through an airy void, sometimes colliding with a fearsome
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Thuldanin for some new horror of warfare to be unleashed on the battlefield. Or it might require retrieving a secret from the imprisoned thoughts or memories found in the blocks of Tintibulus.
Acheron Acheron is made of immense iron blocks whose metallic surfaces ring beneath the marching feet of endless armies. These blocks drift through an airy void, sometimes colliding with a fearsome
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Thuldanin for some new horror of warfare to be unleashed on the battlefield. Or it might require retrieving a secret from the imprisoned thoughts or memories found in the blocks of Tintibulus.
Acheron Acheron is made of immense iron blocks whose metallic surfaces ring beneath the marching feet of endless armies. These blocks drift through an airy void, sometimes colliding with a fearsome
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The dragon turtle doesn't require food or drink.Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and evil are blurred. Choices involve deciding which outcome is least bad. Corruption and suspicion flourish among organizations and individuals. Magic and magic items might be rarer or require a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, full of dust and bad memories. It’s quiet most of the time, except when the sorrowful wails of the banshee fill the place. The following features are common throughout.
Arrow Slits. When using an arrow
and handles.
Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.
Stench. A foul stench lingers in Axeholm, becoming stronger as one gets closer to the resident ghouls.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, full of dust and bad memories. It’s quiet most of the time, except when the sorrowful wails of the banshee fill the place. The following features are common throughout.
Arrow Slits. When using an arrow
and handles.
Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.
Stench. A foul stench lingers in Axeholm, becoming stronger as one gets closer to the resident ghouls.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Proposal Diabolical deals start with either the devil or the character broaching the subject and offering something. The terms of the deal require, at a minimum, the devil to offer a gift and the
determine the outcome. A Charisma check can’t deceive or persuade most devils into a bad deal because the fiends are too clever and experienced in deal-making to be fooled. If devils do get involved in a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Proposal Diabolical deals start with either the devil or the character broaching the subject and offering something. The terms of the deal require, at a minimum, the devil to offer a gift and the
determine the outcome. A Charisma check can’t deceive or persuade most devils into a bad deal because the fiends are too clever and experienced in deal-making to be fooled. If devils do get involved in a






