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Returning 35 results for 'bow building diffusing contained round'.
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Spells
Player’s Handbook
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Monsters
Curse of Strahd
attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
Monsters
Curse of Strahd
.
Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov
his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, providing protection or advice.A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following
action two rounds in a row:
Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the
Monsters
Eberron: Rising from the Last War
next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Magic Items
Princes of the Apocalypse
is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
Air Orb. When this orb detonates, it creates a powerful windstorm
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ending The ending encompasses the climax — the scene or encounter in which the tension building throughout the adventure reaches its peak. A strong climax should have the players on edge, with the
in a neat bow. Story threads can be left hanging, waiting to be resolved in a later adventure. A little bit of unfinished business is an easy way to transition from one adventure to the next.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ending The ending encompasses the climax — the scene or encounter in which the tension building throughout the adventure reaches its peak. A strong climax should have the players on edge, with the
in a neat bow. Story threads can be left hanging, waiting to be resolved in a later adventure. A little bit of unfinished business is an easy way to transition from one adventure to the next.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ending The ending encompasses the climax — the scene or encounter in which the tension building throughout the adventure reaches its peak. A strong climax should have the players on edge, with the
in a neat bow. Story threads can be left hanging, waiting to be resolved in a later adventure. A little bit of unfinished business is an easy way to transition from one adventure to the next.
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
Monsters
Fizban's Treasury of Dragons
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
Delerium Fragment
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
.
Papazotl’s bones are contained within the sarcophagus, but they are well protected (see “Glass Cauldrons” and “Bronze Shield” below). Advice from the Spirits Any characters inhabited by the spirits of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
.
Papazotl’s bones are contained within the sarcophagus, but they are well protected (see “Glass Cauldrons” and “Bronze Shield” below). Advice from the Spirits Any characters inhabited by the spirits of
Monsters
Fizban's Treasury of Dragons
injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching
the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
.
Papazotl’s bones are contained within the sarcophagus, but they are well protected (see “Glass Cauldrons” and “Bronze Shield” below). Advice from the Spirits Any characters inhabited by the spirits of
Delerium Chip
Legacy
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary Armor Class 15 (wood) Cargo
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables and the floor obviously once contained unguents, ointments, oils, perfumes
slow-acting acid which will deal 3 (1d6) acid damage on the round after a creature’s flesh comes into substantial contact with it (by immersing an arm, being splashed on, and so forth)—minor contact
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary Armor Class 15 (wood) Cargo
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables and the floor obviously once contained unguents, ointments, oils, perfumes
slow-acting acid which will deal 3 (1d6) acid damage on the round after a creature’s flesh comes into substantial contact with it (by immersing an arm, being splashed on, and so forth)—minor contact
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
sorts. There is a large desk and stool, two workbenches, and two mummy preparation tables. Clay pots and urns on these tables and the floor obviously once contained unguents, ointments, oils, perfumes
slow-acting acid which will deal 3 (1d6) acid damage on the round after a creature’s flesh comes into substantial contact with it (by immersing an arm, being splashed on, and so forth)—minor contact
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
powerful sensation of deja vu and are stunned for 1 round (No save).
4
The nearest creature becomes unstuck in time. It is affected by the blink spell for 1 minute. Instead of vanishing into the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary Armor Class 15 (wood) Cargo
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Goblin
Legacy
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races
Volo's Guide to Monsters
cruel in victory, goblins are fawning and servile in defeat, just as in their own society lower castes must scrape before those of greater status and as goblin tribes bow before other goblinoids
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
off in different directions during the meeting. Any players not engrossed by the town council discussion can be called upon to have their characters help the acolytes round up the wayward children. This
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lumberjacks gathered in simple buildings amid a forested landscape. Locals are hardworking and polite, acknowledging you with a smile or a nod as you make your way through the village.
As you round a
corner, a plume of black smoke catches your eye! It rises from a squat log building near the edge of the woods. As flames engulf the wooden roof, the stench of burnt sugar fills the air, and a faint
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
off in different directions during the meeting. Any players not engrossed by the town council discussion can be called upon to have their characters help the acolytes round up the wayward children. This






