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Returning 19 results for 'both barred down cantrip respond'.
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Monsters
Quests from the Infinite Staircase
to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by
circumstance, Nafas relies on adventurers—whom he considers the living manifestations of a wish granted—to respond to these calls.
To friendly adventurers and weary travelers along the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by circumstance, Nafas relies on adventurers—whom he considers the living
manifestations of a wish granted—to respond to these calls. To friendly adventurers and weary travelers along the staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with iron handles and well-oiled hinges. Some doors have locks or barred windows set into them, as noted in the text. A character can use thieves’ tools to pick a door’s lock with a successful DC 15
nonmagical, out to a distance of 120 feet.
Actions
Multiattack. Thalamra uses eldritch blast twice or makes two unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
choice gives you resistance to a damage type and the ability to cast a cantrip, as specified in the table. You can cast this cantrip without material components, and your spellcasting ability for it is
Intelligence, Wisdom, or Charisma (choose when you select this feat). Planar Infusion Plane Damage Resistance Cantrip Chaotic Outer Plane Poison Minor illusion Evil Outer Plane Necrotic Chill touch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
,* mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the guards respond, “Speaker Crannoc Siever has no need for your heathen rituals!” C2. Snowy Courtyard Footprints in the snow lead to various doors along this courtyard’s perimeter, including a tall
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
prison: A maze of cell-lined corridors fills this area.
All the cell doors, which have arcane lock spells cast on them, are made of iron, with small, barred windows set into them at eye level. Many of
goblet again. Magic Goblet Charms d8 Charm
1 Charm of the Abjurer. This charm allows you to cast the blade ward cantrip as an action at will. After 24 hours, this charm vanishes from you
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Lizard Pens The cliff opens into a dark cave whose mouth is barred by a heavy metal grill. Behind the grill, two large lizards with saddles strapped to their backs hiss menacingly. Outside the cave paces
Constitution saving throw, taking 7 (2d6) fire damage on a failed save or half as much damage on a successful one. Parleying with the Kagu-Svirfneblin. If the characters respond peacefully, one of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cramps until the condition ends. Purple Pear Charms d20 Supernatural Charm
1–2 Charm of Druidcraft. This charm allows you to cast the druidcraft cantrip as an action, no components required
. Once used three times, this charm vanishes from you.
3–5 Charm of Vicious Mockery. This charm allows you to cast the vicious mockery cantrip (5th-level version; save DC 15) as an action. Once used
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster
) piercing damage, or 8 (2d4 + 3) piercing damage while Xardorok is enlarged.
Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
uses his mage hand cantrip to cut vegetables. He assumes the characters are intruders unless convinced otherwise. Any ability check to do so is made with disadvantage, since Manafret knows that
narrow, barred window set into it. The door is locked and trapped (see below). As the characters approach the door, read: A raspy voice calls out from beyond the door. “If you be good, let us rid these
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters approach, read: Mr. Dory’s warehouse is a three-story stone building, roofed in slate and dotted with iron-barred windows. Its walls and roof appear to be coated with a bituminous black gruel, an
slaad, but they follow its commands because they are furiously loyal to Dory. The manticores roam freely through the warehouse at night. They spend their days in the loft but respond quickly to any
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
tower if any intruders appear, or to respond to an alarm raised by the goblin sentries.
Treasure Mounted to the walls are five spears, four longswords, three morningstars, two greatswords, and a fine
has collapsed, but a barred wooden door in that direction is still clear. A curtain hangs in an archway to the north.
Two hobgoblins stand guard in this room. They are smart, tough, and loyal to King
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
, Grandolpha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
middle of a room lined by iron doors, tightening its grip on a glaive as it glares at you through the darkness. Each door is set with a small barred window, and a ring of keys hangs from the creature’s
cantrip can make the nonmagical dagger whole again, restoring its value (250 gp). Coffers 6 and 7 each contain 100 pp belonging to the Vanthampur family. Coffer 8 contains twenty azurite gemstones (10 gp each) stolen from Tiamat’s hoard.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
understands any languages, it can respond telepathically. 53–58 One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on
suddenly learns some magic. A character learns one wizard cantrip of the character’s choice and knows the cantrip for 1d8 days. 66–70 One random creature in the region crackles with sparks of light
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
; the character must either talk their way out of trouble with a successful DC 18 Charisma (Deception or Persuasion) check or be attacked. Barred Door. Two iron bars seal the double door to the south
wraiths emerge from the caskets that line the central wall. The wraiths don’t respond to verbal entreaties and can’t leave the crypt, but they attack anyone who sets foot inside. Rilago’s Ghost. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
barred on the outside with an iron rod. If a character attempts to open either door while any kobolds are present, the kobolds warn against doing so. Opening a door in spite of this warning turns the
’ living quarters is barred from the inside. Characters who give the proper password (“Ticklecorn!” spoken in Draconic; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince






