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Returning 35 results for 'both bottom diffusing cover return'.
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Spells
Player’s Handbook
sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to
bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded
Monsters
Mordenkainen's Fiendish Folio Volume 1
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
Monsters
Locathah Rising
Hearth of Moonlight and Shadow. At the start of a short or long rest, Amble can touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover
assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of
Orc
Legacy
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Species
Volo's Guide to Monsters
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
.
Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking 3 (1d6) bludgeoning damage from the fall plus 11 (2d10) piercing damage from the spikes.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Shattered Mirrors This corridor lies at the bottom of the staircase from level 9. Its features are as follows: Broken Mirrors. The shards of a dozen shattered mirrors cover the floor. (Murial
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking 3 (1d6) bludgeoning damage from the fall plus 11 (2d10) piercing damage from the spikes.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Shattered Mirrors This corridor lies at the bottom of the staircase from level 9. Its features are as follows: Broken Mirrors. The shards of a dozen shattered mirrors cover the floor. (Murial
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Shattered Mirrors This corridor lies at the bottom of the staircase from level 9. Its features are as follows: Broken Mirrors. The shards of a dozen shattered mirrors cover the floor. (Murial
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden spikes at the bottom. The first character to step on the cover falls through, landing prone and taking 3 (1d6) bludgeoning damage from the fall plus 11 (2d10) piercing damage from the spikes.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
48. Hound of the Bat The description below assumes that the characters entered the room by traveling through the chute and pushing aside the pewter cover. The tunnel comes out at the bottom of a
stone ring that, from inside the room, resembles a well. (If they entered from the west, the pewter cover is still in place.) This room is small and plainly decorated. On the north and south sides are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
48. Hound of the Bat The description below assumes that the characters entered the room by traveling through the chute and pushing aside the pewter cover. The tunnel comes out at the bottom of a
stone ring that, from inside the room, resembles a well. (If they entered from the west, the pewter cover is still in place.) This room is small and plainly decorated. On the north and south sides are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
48. Hound of the Bat The description below assumes that the characters entered the room by traveling through the chute and pushing aside the pewter cover. The tunnel comes out at the bottom of a
stone ring that, from inside the room, resembles a well. (If they entered from the west, the pewter cover is still in place.) This room is small and plainly decorated. On the north and south sides are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K18a. High Tower Shaft Characters can access this 10-foot-diameter, 390-foot-tall stone shaft from the top or the bottom of the high tower (areas K59 and K84, respectively). The shaft is dark and
catacombs (area K84) fly up the shaft at night, exiting Castle Ravenloft through various arrow slits and holes in the tower’s peak (area K59). After feeding, they return by the same route.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
rock that’s easy to climb. Dragon bones cover the bottom of the pit to a depth of 5 feet, making the floor of the pit difficult terrain. Cultists never come to the sinkhole; the only creatures that might spot infiltrators in this area are flying dragons.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth of 30 feet. Lurking in the muddy water at the bottom of the cave is a trained hydra. The hydra refrains from announcing its presence or attacking until such time as Kuketh orders it to rise and
, Kuketh doesn’t honor agreements for very long. Its only consistent desire is to escape from Undermountain and return to the Outer Plane of Limbo. 21c. Secret Vault This cave is hidden behind a secret
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, including crystal orbs, bags of bones, and a large mithral basin. Ulthar lives on a lower level that he claims is “near the bottom of the library,” though such a distinction is meaningless given how
character’s taste and needs. Characters don’t need to make any check to find their guest rooms after exploring the library: they need only wish to return, and the next set of stairs they come to leads them to the appropriate level.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
4. A spear with a pitted blade lies on the floor near the top of the steps leading to area 6. Kobolds use this to bypass the trap at the bottom of the steps (see area 6).






