Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both blend diffusing conjures requires'.
Other Suggestions:
both been diffusing conjure require
both been diffusing conjurer require
both blood diffusing conjure require
both been diffusing conjured required
both bend diffusing conjure require
Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a
Monsters
Bigby Presents: Glory of the Giants
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Nature’s Mantle Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Nature’s Mantle Wondrous item, uncommon (requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use
classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
of iron with carved bone handles. Secret doors are made of stone and blend into the surrounding walls (DC 15 to notice). Secret doors are unlocked and swing open on hidden iron hinges. Rubble Rubble
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
of iron with carved bone handles. Secret doors are made of stone and blend into the surrounding walls (DC 15 to notice). Secret doors are unlocked and swing open on hidden iron hinges. Rubble Rubble
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
of iron with carved bone handles. Secret doors are made of stone and blend into the surrounding walls (DC 15 to notice). Secret doors are unlocked and swing open on hidden iron hinges. Rubble Rubble
marked on Map: Temple of Orcus is Difficult Terrain. Skeletal Remains The skeletal remains of the original cultists are marked on Map: Temple of Orcus. Searching a cultist’s remains requires a Search
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
stone
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each
, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage.
Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
’ tools and a successful DC 15 Dexterity check. A door can also be broken down with a successful DC 20 Strength (Athletics) check. Secret Doors Secret doors are made of stone and blend into the surrounding
walls. If an area contains one or more secret doors, a character searching the walls in that area finds its secret doors with a successful DC 10 Wisdom (Perception) check. Each search requires 1
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
’ tools and a successful DC 15 Dexterity check. A door can also be broken down with a successful DC 20 Strength (Athletics) check. Secret Doors Secret doors are made of stone and blend into the surrounding
walls. If an area contains one or more secret doors, a character searching the walls in that area finds its secret doors with a successful DC 10 Wisdom (Perception) check. Each search requires 1
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
’ tools and a successful DC 15 Dexterity check. A door can also be broken down with a successful DC 20 Strength (Athletics) check. Secret Doors Secret doors are made of stone and blend into the surrounding
walls. If an area contains one or more secret doors, a character searching the walls in that area finds its secret doors with a successful DC 10 Wisdom (Perception) check. Each search requires 1
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
stone and blend in with the surrounding walls. A secret door can be found by a character who searches the surrounding wall and succeeds on a DC 10 Wisdom (Perception) check.
Ivy. The ivy enveloping
the manse is poisonous and makes the walls difficult to climb. Scaling a wall requires a successful DC 15 Strength (Athletics) check. A creature that comes into contact with ivy must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
throughout.
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework
. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. Dazlyn and Norbus have found one secret door thus far, in area E4. The others have yet to be discovered
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
(Athletics) check. Secret doors are made of stone and blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it
requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it
requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the location of a secret door. Secret doors are made of stone and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it
requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
throughout.
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework
. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. Dazlyn and Norbus have found one secret door thus far, in area E4. The others have yet to be discovered
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
(Athletics) check. Secret doors are made of stone and blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
stone and blend in with the surrounding walls. A secret door can be found by a character who searches the surrounding wall and succeeds on a DC 10 Wisdom (Perception) check.
Ivy. The ivy enveloping
the manse is poisonous and makes the walls difficult to climb. Scaling a wall requires a successful DC 15 Strength (Athletics) check. A creature that comes into contact with ivy must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
throughout.
Ceilings. Ceilings throughout are 10 feet high and flat.
Doors. All doors are made of carved stone with stone pins for hinges. Secret doors blend in with the surrounding stonework
. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. Dazlyn and Norbus have found one secret door thus far, in area E4. The others have yet to be discovered
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
(Athletics) check. Secret doors are made of stone and blend in with the surrounding stonework. Finding a secret door requires a search of the wall and a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
stone and blend in with the surrounding walls. A secret door can be found by a character who searches the surrounding wall and succeeds on a DC 10 Wisdom (Perception) check.
Ivy. The ivy enveloping
the manse is poisonous and makes the walls difficult to climb. Scaling a wall requires a successful DC 15 Strength (Athletics) check. A creature that comes into contact with ivy must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
faces or engraved with sigils that reveal clues as to what lies beyond. Stuck Doors. Dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful Strength
so requires thieves’ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
faces or engraved with sigils that reveal clues as to what lies beyond. Stuck Doors. Dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful Strength
so requires thieves’ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
faces or engraved with sigils that reveal clues as to what lies beyond. Stuck Doors. Dungeon doors often become stuck when not used frequently. Opening a stuck door requires a successful Strength
so requires thieves’ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
iron handles and hinges. Secret doors are made of stone and blend in with the surrounding walls. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
iron handles and hinges. Secret doors are made of stone and blend in with the surrounding walls. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check






