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Returning 35 results for 'break blocked diffusing complete repeats'.
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breath blocks diffusing completely repeats
Magic Items
Dungeon Master’s Guide
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
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait
eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the
Monsters
Acquisitions Incorporated
":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"slashing"} slashing damage.
Word From Beyond (1/day). Splugoth remembers and repeats aloud a few words from a place he entered while
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
monsters
Alien Mind. Intelligence Saving Throw: DC 22, any creature that tries to read Valaar’s thoughts or deals Psychic damage to it. Failure: The target has the Stunned condition and repeats the save
condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Infesting Grubs. Dexterity Saving Throw: DC 22
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution The correct, complete pattern is shown here: The odd-numbered tiles form a recurring pattern of open triangles that alternate between pointing up and down. Tiles 1, 5, 9, and 13 are upward
through the triangle. Tiles 6 and 8 follow the same pattern, but the triangles point up. The pattern then repeats, with tiles 10 and 12 being the same as tiles 2 and 4 and tile 14 being the same as tile 6. Solving the puzzle or defeating all four elementals causes the door to the room to swing open.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution The correct, complete pattern is shown here: The odd-numbered tiles form a recurring pattern of open triangles that alternate between pointing up and down. Tiles 1, 5, 9, and 13 are upward
through the triangle. Tiles 6 and 8 follow the same pattern, but the triangles point up. The pattern then repeats, with tiles 10 and 12 being the same as tiles 2 and 4 and tile 14 being the same as tile 6. Solving the puzzle or defeating all four elementals causes the door to the room to swing open.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution The correct, complete pattern is shown here: The odd-numbered tiles form a recurring pattern of open triangles that alternate between pointing up and down. Tiles 1, 5, 9, and 13 are upward
through the triangle. Tiles 6 and 8 follow the same pattern, but the triangles point up. The pattern then repeats, with tiles 10 and 12 being the same as tiles 2 and 4 and tile 14 being the same as tile 6. Solving the puzzle or defeating all four elementals causes the door to the room to swing open.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
slots, taking a break after the third combat encounter (most likely Area 7). If you’re running this adventure outside of an event, it is of course up to the DM and players to decide how best to break
adventurers complete a rest. The rrakkma can safely complete four short rests and still possibly achieve their objective. If they take a fifth short rest the Gith Capacitor is fully charged, and they fail to
Compendium
- Sources->Dungeons & Dragons->Rrakkma
slots, taking a break after the third combat encounter (most likely Area 7). If you’re running this adventure outside of an event, it is of course up to the DM and players to decide how best to break
adventurers complete a rest. The rrakkma can safely complete four short rests and still possibly achieve their objective. If they take a fifth short rest the Gith Capacitor is fully charged, and they fail to
Compendium
- Sources->Dungeons & Dragons->Rrakkma
slots, taking a break after the third combat encounter (most likely Area 7). If you’re running this adventure outside of an event, it is of course up to the DM and players to decide how best to break
adventurers complete a rest. The rrakkma can safely complete four short rests and still possibly achieve their objective. If they take a fifth short rest the Gith Capacitor is fully charged, and they fail to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis (see “Arrival” above). Arrow slits are spaced along the walls and murder
doors to the south, which are barred shut. Characters hoping to get through the double doors must break them down, which takes a single character 1 hour. Multiple characters working together can
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis (see “Arrival” above). Arrow slits are spaced along the walls and murder
doors to the south, which are barred shut. Characters hoping to get through the double doors must break them down, which takes a single character 1 hour. Multiple characters working together can
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A1. Outer Gauntlet Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis (see “Arrival” above). Arrow slits are spaced along the walls and murder
doors to the south, which are barred shut. Characters hoping to get through the double doors must break them down, which takes a single character 1 hour. Multiple characters working together can
Compendium
- Sources->Dungeons & Dragons->Divine Contention
mists, and the spectral light of the planar beacon flickers and dies. Looking back into your own world, you see the trapped monsters awaken and break free from their cells!
Touching the ruinstone
triggers a magical backlash that disables the planar beacon and frees any creatures trapped in its spell. Back on the Material Plane, any captured monsters break free from their cells and rampage through
Compendium
- Sources->Dungeons & Dragons->Divine Contention
mists, and the spectral light of the planar beacon flickers and dies. Looking back into your own world, you see the trapped monsters awaken and break free from their cells!
Touching the ruinstone
triggers a magical backlash that disables the planar beacon and frees any creatures trapped in its spell. Back on the Material Plane, any captured monsters break free from their cells and rampage through
Compendium
- Sources->Dungeons & Dragons->Divine Contention
mists, and the spectral light of the planar beacon flickers and dies. Looking back into your own world, you see the trapped monsters awaken and break free from their cells!
Touching the ruinstone
triggers a magical backlash that disables the planar beacon and frees any creatures trapped in its spell. Back on the Material Plane, any captured monsters break free from their cells and rampage through
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering 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
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering 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
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering 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
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
learn how to complete its own botched magical creation.
6 Take an influential position, acting as a sleeper agent for a doppelganger invasion.
Sean Murray
Doppelganger Medium
. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus
Compendium
- Sources->Dungeons & Dragons->Monster Manual
learn how to complete its own botched magical creation.
6 Take an influential position, acting as a sleeper agent for a doppelganger invasion.
Sean Murray
Doppelganger Medium
. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus
Compendium
- Sources->Dungeons & Dragons->Monster Manual
learn how to complete its own botched magical creation.
6 Take an influential position, acting as a sleeper agent for a doppelganger invasion.
Sean Murray
Doppelganger Medium
. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Bonus
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
down. The way is blocked by thick webbing that fills the area from steps to ceiling.
The steps down to the chamber at the end are filled with webs (as the spell) which can only be removed by magical
fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can’t get loose unless the webs are burned away or the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
down. The way is blocked by thick webbing that fills the area from steps to ceiling.
The steps down to the chamber at the end are filled with webs (as the spell) which can only be removed by magical
fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can’t get loose unless the webs are burned away or the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
down. The way is blocked by thick webbing that fills the area from steps to ceiling.
The steps down to the chamber at the end are filled with webs (as the spell) which can only be removed by magical
fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can’t get loose unless the webs are burned away or the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies
start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to determine who goes first. Turns. On its turn, a creature moves as normal but must take the action it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies
start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to determine who goes first. Turns. On its turn, a creature moves as normal but must take the action it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies
start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to determine who goes first. Turns. On its turn, a creature moves as normal but must take the action it
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. It’s up to the characters to either take action or let the event transpire. When the characters complete an encounter, roll on the table again. If the characters ignore one of these events
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
counterspell on him. Cornelius also has counterspell prepared, so he uses his reaction to cast it and break his foe’s counterspell before it can stop fireball. Does casting a spell as a ritual require
concentration if the spell doesn’t normally require it? Concentration is required when casting any spell, including a ritual version, for longer than 1 action. Once the casting is complete, the spell requires concentration only if its duration entry says it does.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
counterspell on him. Cornelius also has counterspell prepared, so he uses his reaction to cast it and break his foe’s counterspell before it can stop fireball. Does casting a spell as a ritual require
concentration if the spell doesn’t normally require it? Concentration is required when casting any spell, including a ritual version, for longer than 1 action. Once the casting is complete, the spell requires concentration only if its duration entry says it does.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. It’s up to the characters to either take action or let the event transpire. When the characters complete an encounter, roll on the table again. If the characters ignore one of these events
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling






