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Returning 35 results for 'blocks border diffusing container reduces'.
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Monsters
Monster Manual
, such as manipulating a tool or opening a door or container. 7: Sleep Ray. Wisdom Saving Throw: DC 16 (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the
or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust. 10: Death Ray. Dexterity Saving Throw: DC 16. Failure: 55 (10d10);{"diceNotation":"10d10
Monsters
Monster Manual
control on objects with this ray, such as manipulating a tool or opening a door or container.
Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is a Construct or an Undead
: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
Death Ray. Dexterity Saving Throw: DC 17. Failure: 55 (10d10
Monsters
Waterdeep: Dungeon of the Mad Mage
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
in any direction. The zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container.
Poison
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
: silent imageTricksy Parry. Immediately after taking damage, the faerie reduces the damage taken by 2 (1d4);{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Tricksy Parry"}.Faerie borrowers
’s faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for Pixie;pixies or Sprite;sprites.
Monsters
Quests from the Infinite Staircase
blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw
:
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
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1
or take 45 (10d8);{"diceNotation":"10d8","rollType":"damage","rollAction":"Disintegration Ray","rollDamageType":"force"} force damage. If this damage reduces the creature to 0 hit points, its body
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall
succeed on a DC 17 Dexterity saving throw or take 45 (10d8);{"diceNotation":"10d8","rollAction":"Disintegration Ray","rollType":"damage","rollDamageType":"force"} force damage. If this damage reduces the
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
wearing perfume or carrying an open container of it.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it dies and turns to dust. 2 The creature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it dies and turns to dust. 2 The creature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Effects table. Water removed from the fountain and stored in a container retains its magical properties, and a different effect occurs each time someone drinks from the container. Under the scrutiny of a
saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the creature to 0 hit points, it dies and turns to dust. 2 The creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Stone Blocks If the characters haven’t confronted the Uthgardt barbarians in area 4, they hear the barbarians’ grunts when they reach this point. The tunnel is 40 feet wide, 40 feet tall, and
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Stone Blocks If the characters haven’t confronted the Uthgardt barbarians in area 4, they hear the barbarians’ grunts when they reach this point. The tunnel is 40 feet wide, 40 feet tall, and
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Stone Blocks If the characters haven’t confronted the Uthgardt barbarians in area 4, they hear the barbarians’ grunts when they reach this point. The tunnel is 40 feet wide, 40 feet tall, and
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
scratches on the floor, that the walls are movable blocks of stone, but there’s no way to identify the trap’s trigger or the method of bypassing it without experimentation or the use of divination magic. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, exposing the seams of one of the large stone blocks from which this structure was built.
The tightly fitted stone seals off a tomb. The block is made of limestone, and the entire face of the plug is
each hour of contact with it reduces the armor’s AC by 1, making the armor useless if its AC becomes 10. The lime can’t be removed from the stone, since it isn’t a coating. Moving the Block. After the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
scratches on the floor, that the walls are movable blocks of stone, but there’s no way to identify the trap’s trigger or the method of bypassing it without experimentation or the use of divination magic. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
scratches on the floor, that the walls are movable blocks of stone, but there’s no way to identify the trap’s trigger or the method of bypassing it without experimentation or the use of divination magic. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, exposing the seams of one of the large stone blocks from which this structure was built.
The tightly fitted stone seals off a tomb. The block is made of limestone, and the entire face of the plug is
each hour of contact with it reduces the armor’s AC by 1, making the armor useless if its AC becomes 10. The lime can’t be removed from the stone, since it isn’t a coating. Moving the Block. After the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, exposing the seams of one of the large stone blocks from which this structure was built.
The tightly fitted stone seals off a tomb. The block is made of limestone, and the entire face of the plug is
each hour of contact with it reduces the armor’s AC by 1, making the armor useless if its AC becomes 10. The lime can’t be removed from the stone, since it isn’t a coating. Moving the Block. After the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Abjuration 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
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Abjuration 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
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Abjuration 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
instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
5. Portcullises A heavy iron portcullis 20 feet wide by 30 feet tall, with a 30-foot-high wall above it, blocks this 60-foot-high passage. The portcullis can be lifted with a successful DC 25
). Using a torch or other open flame to thaw the ice around the lever (which takes at least 1 minute) reduces the DC to 20. Moving the lever to the up position causes the portcullis in area 5 to rise into
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
: Brutus the Braxat Brutus, a braxat, is joined by a brown scavver and a gray scavver (see Boo’s Astral Menagerie for their stat blocks). They fight as allies. Match 3: Queen Gorma Vocath shouts
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
5. Portcullises A heavy iron portcullis 20 feet wide by 30 feet tall, with a 30-foot-high wall above it, blocks this 60-foot-high passage. The portcullis can be lifted with a successful DC 25
). Using a torch or other open flame to thaw the ice around the lever (which takes at least 1 minute) reduces the DC to 20. Moving the lever to the up position causes the portcullis in area 5 to rise into
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
: Brutus the Braxat Brutus, a braxat, is joined by a brown scavver and a gray scavver (see Boo’s Astral Menagerie for their stat blocks). They fight as allies. Match 3: Queen Gorma Vocath shouts
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
5. Portcullises A heavy iron portcullis 20 feet wide by 30 feet tall, with a 30-foot-high wall above it, blocks this 60-foot-high passage. The portcullis can be lifted with a successful DC 25
). Using a torch or other open flame to thaw the ice around the lever (which takes at least 1 minute) reduces the DC to 20. Moving the lever to the up position causes the portcullis in area 5 to rise into
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of each match, and they have no time to rest between matches. Victory in a match goes to the side that reduces all combatants on the other side to 0 hit points. Match 1: Thrasher and Gnasher Two
: Brutus the Braxat Brutus, a braxat, is joined by a brown scavver and a gray scavver (see Boo’s Astral Menagerie for their stat blocks). They fight as allies. Match 3: Queen Gorma Vocath shouts
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
arcane gate. Divination Same as augury. Etherealness The caster enters the Border Ethereal but can’t move through surfaces or doors in the tomb. Ethereal characters might encounter one or more of the
passage through surfaces or doors in the tomb. Plane shift Same as arcane gate. Stone shape This spell has no effect on surfaces, doors, sarcophagi, stone blocks, or statues in the tomb. Teleport Same as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
arcane gate. Divination Same as augury. Etherealness The caster enters the Border Ethereal but can’t move through surfaces or doors in the tomb. Ethereal characters might encounter one or more of the
passage through surfaces or doors in the tomb. Plane shift Same as arcane gate. Stone shape This spell has no effect on surfaces, doors, sarcophagi, stone blocks, or statues in the tomb. Teleport Same as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
arcane gate. Divination Same as augury. Etherealness The caster enters the Border Ethereal but can’t move through surfaces or doors in the tomb. Ethereal characters might encounter one or more of the
passage through surfaces or doors in the tomb. Plane shift Same as arcane gate. Stone shape This spell has no effect on surfaces, doors, sarcophagi, stone blocks, or statues in the tomb. Teleport Same as
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the target immediately before the hit, the target takes an extra 9 (2d8) Piercing damage.
Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the attack reduces a
, they peer through the Border Ethereal into the Material Plane. When they detect prey, phase spiders draw close and then shift or “phase” to the Material Plane to attack. They shift between planes of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the target immediately before the hit, the target takes an extra 9 (2d8) Piercing damage.
Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the attack reduces a
, they peer through the Border Ethereal into the Material Plane. When they detect prey, phase spiders draw close and then shift or “phase” to the Material Plane to attack. They shift between planes of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container. Sleep Ray. Wisdom Saving Throw: DC 17 (the target succeeds automatically if it is
damage reduces it to 0 Hit Points, it disintegrates into dust. Death Ray. Dexterity Saving Throw: DC 17. Failure: 55 (10d10) Necrotic damage. Success: Half damage. Failure or Success: The target dies if






