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Returning 35 results for 'broken being diffusing climbing remain'.
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brown bring diffusing climbing remain
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Spells
Player’s Handbook
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell’s range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Dungeon Master’s Guide
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
Magic Items
Dungeon Master’s Guide
can’t be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of
the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
Magic Items
Dungeon Master’s Guide
a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod&rsquo
;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
Levitate
Legacy
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Spells
Basic Rules (2014)
as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Magic Items
Tales from the Yawning Portal
is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must
make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain
Portable Hole
Legacy
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Magic Items
Basic Rules (2014)
used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth
and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the
Magic Items
Vecna: Eve of Ruin
result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.
Possessing the Broken Rod. The rod can’t be attuned
to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be
Symbol
Legacy
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Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Monsters
Eberron: Rising from the Last War
creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Waterdeep: Dungeon of the Mad Mage
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
is built from pale stones that glow faintly from within, towers over the surrounding landscape, but large sections of it have crumbled away. The parts that remain in place are separated by large gaps
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q33. Collapsed Ceiling The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky
overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater. The ceiling here is 20 feet high, and the rubble is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q33. Collapsed Ceiling The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky
overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater. The ceiling here is 20 feet high, and the rubble is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q33. Collapsed Ceiling The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky
overhead. The floor is piled with rocks, broken tiles, shattered beams, and other debris. Beneath the rubble lie a sagging floor and puddles of rainwater. The ceiling here is 20 feet high, and the rubble is
Druid
Legacy
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Classes
Basic Rules (2014)
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Kobold
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Species
Volo's Guide to Monsters
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
the waterline of the vessel, it’s a 10-foot climb to get to the main deck. The sides of the hull are slippery and can’t be climbed without using magic or climbing gear. The ice around the Dark Duchess
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time
willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
light to darkness. In addition, all color has been drained from these areas, and a deathly stench hangs in the air. The walls are severely cracked, the floor tiles are buckled and broken in numerous
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
light to darkness. In addition, all color has been drained from these areas, and a deathly stench hangs in the air. The walls are severely cracked, the floor tiles are buckled and broken in numerous
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
light to darkness. In addition, all color has been drained from these areas, and a deathly stench hangs in the air. The walls are severely cracked, the floor tiles are buckled and broken in numerous
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Treasure The Returned carry little beyond the gold funerary masks they wear (see chapter 6) and their equipment. In addition, one has a pouch containing 20 sp and a broken piece of pottery. Any
scratched a brief order from the assassins’ commander: “Silence the heretic Varyas. His secrets must remain dead.” This leader’s identity and agenda speak toward a larger threat beyond this adventure (see “Myths to Be Told” at the end of this adventure for a few possibilities).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Treasure The Returned carry little beyond the gold funerary masks they wear (see chapter 6) and their equipment. In addition, one has a pouch containing 20 sp and a broken piece of pottery. Any
scratched a brief order from the assassins’ commander: “Silence the heretic Varyas. His secrets must remain dead.” This leader’s identity and agenda speak toward a larger threat beyond this adventure (see “Myths to Be Told” at the end of this adventure for a few possibilities).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Treasure The Returned carry little beyond the gold funerary masks they wear (see chapter 6) and their equipment. In addition, one has a pouch containing 20 sp and a broken piece of pottery. Any
scratched a brief order from the assassins’ commander: “Silence the heretic Varyas. His secrets must remain dead.” This leader’s identity and agenda speak toward a larger threat beyond this adventure (see “Myths to Be Told” at the end of this adventure for a few possibilities).
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the
nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn
. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft.






