Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both barriers diffusing carrying refuse'.
Other Suggestions:
both barrier diffusing carrying reduce
both barriers diffusing carrying rebuke
both barrier diffusing carrying refine
both barriers diffusing carrying refuges
both barriers diffusing carrying refine
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. Aruk is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. Aruk counts as one size larger when determining his carrying capacity and the weight he can
mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. The goliath counts as one size larger when determining its carrying capacity and
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Unicorn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.The unicorn
a unicorn might include any of the following magical effects:
Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but
Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again
Monsters
Planescape: Adventures in the Multiverse
baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.The baernaloth can take up to three reactions per round but only one per turn
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
periapt can speak telepathically with the holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls.PoisonCold, Lightning, Necrotic
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes
refuse to part with any of my possessions.”
41–60
“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61–80
“I
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)
4 Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of
Magic Items
The Book of Many Things
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Mountain Born. You have resistance to cold damage. You’re also
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is
staff has been instructed by Mister Witch and Mister Light to ignore them. These thieves possess a preternatural awareness of who is a carnival worker and who is a ticket-carrying visitor. Every night
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury. †Monsters marked with a dagger
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters don’t have the ring or refuse to present it, Xedalli loses her claim to the throne. Xeleth laughs, after which Andavier declares, “Xeleth is the rightful heir!” Skip ahead to the “All Hail
to the radiant core of Xaryxis, along with anything it is wearing or carrying. (The zodar is immune to this effect.) A creature that enters the star or ends its turn there takes 132 (24d10) radiant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. d100 Flaw (lasts until cured) 01–20 “I must consume everything I can!” 21–40 “I refuse to part with any of my
any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Juiblex d100 Flaw (lasts until cured) 01–20 “I must consume everything I can!” 21–40 “I refuse to part
target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say
dies, or until the baernaloth dismisses it as an action.
Teleport. The baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them). The characters gain no XP for “defeating” Halaster in this fashion. If they refuse to leave, Halaster becomes annoyed and attacks them. If the characters took any actions to hinder Halaster’s
darker and colder. Statue of Halaster Riding a Donkey When he is not incapacitated, Halaster can touch this statue to teleport himself and anything he is wearing or carrying to a space within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls. Alhoon
Medium Undead (Mind Flayer, Wizard), Typically Neutral Evil
Armor Class 15
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and
can’t be used. Any magic items you’re carrying drop in an unoccupied space within 5 feet of your new form. You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
Hook 1 The island contains rare spell components the characters need. 2 Pirates buried treasure worth 5d6 × 1,000 gp on the island. 3 A keelboat carrying 1d6 commoners crashed on the island. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
money. He expects his guests to be splendidly dressed — and unarmed. Those who are caught carrying concealed weapons are advised to cast their weapons overboard. Those who refuse to do so are
armor or carrying unconcealed weapons are turned away. Those who threaten the ship or try to board it are attacked. A battle on the pier frightens off the workers and guests who aren’t aboard. It
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
locals and travelers alike, but it also serves another purpose. When someone carrying an acorn whose cap is dipped in gold (usually given to them by Acquisitions Incorporated Head Office) passes
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dinghy used mainly for carrying food and water to prisoners in area 5. The other is a small cutter with six oars and a single mast, used for towing ships into and out of the anchorage. Any sailor
under sail or half that when rowed, and it can hold up to ten Medium occupants. A short pier allows access to Sharkbait Rock. Prisoners with no value or who have information they refuse to give up, or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can develop into violent, centuries-long feuds between planar entities. Some vendors stubbornly refuse traditional currencies, guffawing at the notion that gold, of all things, has any value at all
cloaks, and horned gorgon shields 2 Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary 3 Boutique where a darkweaver (see Morte’s Planar Parade) with an eye for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious
carrying any light sources or making a lot of noise when they enter, the troglodytes in the west and southeast chambers are alerted. As soon as any fighting begins, one troglodyte attempts to escape to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
creature that tries to interfere with X01. The remaining septon continues to carry X01, attacking only if X01 is stolen. The septons fight to the death. Septons carrying X01 move with the other modrons at
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
starts, the demon demands to be freed, promising to “lay waste to these undead and their masters.” If the characters refuse to aid it, the demon attacks them if it can. To free the demon, a character
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
to pay, the xorn attacks the character carrying the most treasure. Meanwhile, Keltar flees to area G6. Treasure The xorn’s stomach still contains some undigested offerings: 9 gp, three egg-sized






