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Returning 35 results for 'bottom barriers diffusing charm records'.
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Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Lost Laboratory of Kwalish
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha's hideous laughterMind Blast (Recharge 5-6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
(spell save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous
Monsters
Phandelver and Below: The Shattered Obelisk
):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Synaptic Rend (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
(Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
.
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Monsters
Fizban's Treasury of Dragons
surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental
dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack.
Underground River. A river flows along the right and bottom
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Goblin Psi Commander Small Aberration (Goblinoid
components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage hand (the hand is invisible), minor illusion
1/day each: charm person, dissonant whispers, telekinesis
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
library and a rookery, the command center subsumes those functions. Library records are stored in a chamber adjacent to where the war council meets, and posts for ravens are set all around the exterior of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
library and a rookery, the command center subsumes those functions. Library records are stored in a chamber adjacent to where the war council meets, and posts for ravens are set all around the exterior of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
library and a rookery, the command center subsumes those functions. Library records are stored in a chamber adjacent to where the war council meets, and posts for ravens are set all around the exterior of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
shaft descends 60 feet to a flooded cistern 10 feet deep and 10 feet in diameter. Treasure. Any character who spends at least 15 minutes searching the bottom of the well’s cistern finds a holy symbol of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
shaft descends 60 feet to a flooded cistern 10 feet deep and 10 feet in diameter. Treasure. Any character who spends at least 15 minutes searching the bottom of the well’s cistern finds a holy symbol of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only feature of this damp, cold, circular room is a four-foot-diameter well in the middle of the floor. Next to this shaft sits a wooden bucket fastened to a coiled length of rope.
The bottom of the
shaft descends 60 feet to a flooded cistern 10 feet deep and 10 feet in diameter. Treasure. Any character who spends at least 15 minutes searching the bottom of the well’s cistern finds a holy symbol of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
capture the whole soul to bring back to the Raven Queen. Sediment of Memory. Shadar-kai are very interested in the magical silt at the bottom of the River Styx that holds the memories and identities






