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Returning 35 results for 'breaks barriers diffusing constructed reluctance'.
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break barriers diffusing construct reluctance
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
to sell their expertise in the crafting or vetting of contracts. Constructed Nature. A marut doesn’t require air, food, drink, or sleep. Marut
Large construct (inevitable), lawful neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
to sell their expertise in the crafting or vetting of contracts. Constructed Nature. A marut doesn’t require air, food, drink, or sleep. Marut
Large construct (inevitable), lawful neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
to sell their expertise in the crafting or vetting of contracts. Constructed Nature. A marut doesn’t require air, food, drink, or sleep. Marut
Large construct (inevitable), lawful neutral
Armor
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
disagreement, the eldest of the council exerts his seniority to bend the council to his will. Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the
strenuously that the Obzedat’s isolationism and their reluctance to forge alliances that could make them reliant on other guilds would lead to the syndicate’s downfall.
That tension reached its boiling
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
disagreement, the eldest of the council exerts his seniority to bend the council to his will. Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the
strenuously that the Obzedat’s isolationism and their reluctance to forge alliances that could make them reliant on other guilds would lead to the syndicate’s downfall.
That tension reached its boiling
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
disagreement, the eldest of the council exerts his seniority to bend the council to his will. Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the
strenuously that the Obzedat’s isolationism and their reluctance to forge alliances that could make them reliant on other guilds would lead to the syndicate’s downfall.
That tension reached its boiling
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. 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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. 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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies’ plans under the weight of time and
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies’ plans under the weight of time and
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. 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
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies’ plans under the weight of time and
order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
M2) to determine what, if anything, is found. M9. Hungry Kobolds A table and chairs are set up in this area to create a space for the miners to take breaks. On top of the table, two kobolds are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
, defilers! Now you shall join me in my eternal resting!” The monument is constructed from several parts. A great stone slab, 20 feet long by 10 feet wide, rests upon a 4-foot-thick monolith of rock of similar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
M2) to determine what, if anything, is found. M9. Hungry Kobolds A table and chairs are set up in this area to create a space for the miners to take breaks. On top of the table, two kobolds are
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
, defilers! Now you shall join me in my eternal resting!” The monument is constructed from several parts. A great stone slab, 20 feet long by 10 feet wide, rests upon a 4-foot-thick monolith of rock of similar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
M2) to determine what, if anything, is found. M9. Hungry Kobolds A table and chairs are set up in this area to create a space for the miners to take breaks. On top of the table, two kobolds are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt. Sleep Gas. If the glass sphere breaks, it releases green, swirling
, defilers! Now you shall join me in my eternal resting!” The monument is constructed from several parts. A great stone slab, 20 feet long by 10 feet wide, rests upon a 4-foot-thick monolith of rock of similar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have picked the skulls clean. The walkway was shoddily constructed and shows signs of having been repaired many times after being damaged by wind. If more than 200 pounds is placed on the outermost half
of it, the whole thing snaps off and tumbles down the mountainside. Any creature on the walkway when it breaks off must make a DC 16 Dexterity saving throw. On a successful save, the creature leaps
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item
13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
creatures along the bucket chain (in areas 12, 18, and area 34) begin receiving empty buckets. The empty buckets don’t immediately cause concern, for shift changes and work breaks are common. But if 15
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
creatures along the bucket chain (in areas 12, 18, and area 34) begin receiving empty buckets. The empty buckets don’t immediately cause concern, for shift changes and work breaks are common. But if 15
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item
13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item--designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item
13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
creatures along the bucket chain (in areas 12, 18, and area 34) begin receiving empty buckets. The empty buckets don’t immediately cause concern, for shift changes and work breaks are common. But if 15
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it






