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Returning 35 results for 'borders button diffusing confined reduced'.
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Magic Items
Dungeon Master’s Guide
damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a
within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are
Monsters
Mythic Odysseys of Theros
necrotic damage, its Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
Mirror of Life Trapping
Legacy
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Magic Items
Basic Rules (2014)
. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate
creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24 hours. The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced. If a
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24 hours. The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced. If a
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24 hours. The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced. If a
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
saved from certain death give a quick show of gratitude before running toward the hazy borders of Lulu’s memory and disappearing. Character Death The Idyllglen memory is as real to the characters as any location, and they can die here.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
saved from certain death give a quick show of gratitude before running toward the hazy borders of Lulu’s memory and disappearing. Character Death The Idyllglen memory is as real to the characters as any location, and they can die here.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
saved from certain death give a quick show of gratitude before running toward the hazy borders of Lulu’s memory and disappearing. Character Death The Idyllglen memory is as real to the characters as any location, and they can die here.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Those who come here seeking him must first talk their way past the taverna’s heavily tattooed head bouncer and mixologist, the werewolf Haldrake Moonbaun. Closing the Borders. When Harkon chooses to
close Kartakass’s borders, a soothing song fills the Mists. The Mists function as detailed in “The Mists” at the start of this chapter, but in addition, any creature in the Mists that has its speed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature reduced to 0 hit points by this damage is ground to a pulp. A creature that passes through the rollers with at least 1 hit point remaining lands on an iron grate 5 feet below the grinders. A
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature reduced to 0 hit points by this damage is ground to a pulp. A creature that passes through the rollers with at least 1 hit point remaining lands on an iron grate 5 feet below the grinders. A
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Those who come here seeking him must first talk their way past the taverna’s heavily tattooed head bouncer and mixologist, the werewolf Haldrake Moonbaun. Closing the Borders. When Harkon chooses to
close Kartakass’s borders, a soothing song fills the Mists. The Mists function as detailed in “The Mists” at the start of this chapter, but in addition, any creature in the Mists that has its speed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Those who come here seeking him must first talk their way past the taverna’s heavily tattooed head bouncer and mixologist, the werewolf Haldrake Moonbaun. Closing the Borders. When Harkon chooses to
close Kartakass’s borders, a soothing song fills the Mists. The Mists function as detailed in “The Mists” at the start of this chapter, but in addition, any creature in the Mists that has its speed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creature reduced to 0 hit points by this damage is ground to a pulp. A creature that passes through the rollers with at least 1 hit point remaining lands on an iron grate 5 feet below the grinders. A
stone button is set into one of the walls above the grate and is visible only to creatures under the rollers. When pressed, the button causes the rollers to stop turning and retract into the walls
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
: 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
(EMRAH ELMASLI)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
: 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
(EMRAH ELMASLI)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
: 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
(EMRAH ELMASLI)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
abominations. These temple guardians attack any creature that is not a yuan-ti. When reduced to 0 hit points, they revert to clouds of green mist and disappear without a trace. If the yuan-ti abominations are not killed, they rid the temple of enemies and turn it into their lair.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
abominations. These temple guardians attack any creature that is not a yuan-ti. When reduced to 0 hit points, they revert to clouds of green mist and disappear without a trace. If the yuan-ti abominations are not killed, they rid the temple of enemies and turn it into their lair.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
abominations. These temple guardians attack any creature that is not a yuan-ti. When reduced to 0 hit points, they revert to clouds of green mist and disappear without a trace. If the yuan-ti abominations are not killed, they rid the temple of enemies and turn it into their lair.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
panel and hot-wire it. An “out of order” sign hangs above a nearby button which opens the lift’s doors. When the doors open, read or paraphrase the following boxed text to the players: The double doors
demands the characters get out of the car. If the characters don’t leave, Orgon attacks them. Orgon fights until reduced to 10 hit points then surrenders. A successful DC 12 Charisma (Intimidation) check
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
panel and hot-wire it. An “out of order” sign hangs above a nearby button which opens the lift’s doors. When the doors open, read or paraphrase the following boxed text to the players: The double doors
demands the characters get out of the car. If the characters don’t leave, Orgon attacks them. Orgon fights until reduced to 10 hit points then surrenders. A successful DC 12 Charisma (Intimidation) check






