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Returning 35 results for 'burning barrier diffusing connected removed'.
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Monsters
Dragonlance: Shadow of the Dragon Queen
Special Equipment. Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
Spells
Xanathar's Guide to Everything
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Slippery Slime","rollDamageType":"fire"} fire damage.
Sticky
Magic Items
Quests from the Infinite Staircase
burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
.
5
There’s a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?
6
The master of ceremonies in my troupe is well connected with other troupes.
7
I had
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks likely shifts dramatically if the Grand Master is defeated, and a new power struggle soon ensues for control of the monastery. If Ctenmiir escapes or is freed, he might return to the
monastery to occupy it as his new lair. Mary Greymalkin joins him there, creating a sanctum of evil magic. If Gearbox has connected with the monastery, he might remain there as the pair’s unwitting servant
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
fed to the furnaces (most likely due to the characters freeing the prisoners here and breaking the Grand Master’s power) the engines begin to fail over a 24-hour period. When the furnaces stop burning
keep the engines burning and the monastery aloft. If the monks are dealt with and the prisoners are freed, they can fill the characters in on the layout of the monastery. All the prisoners are
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater
insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
a detect magic spell, a character discerns that the gem eyes are a focal point for the magic of the temple, and are magically connected to the various control panels making use of the missing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
engine and runs into other parts of Landro and the connected caverns. This graymatter fluid is the engine’s sensory appendage. The graymatter engine can’t move or control this liquid, but it has
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
zurkhwood blocks attached to one another by a length of rope. If its chocks are removed, a cart begins to roll. Its initial speed of 10 feet increases by 10 feet every round until it comes to the end of its
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is
. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
these arches are connected with the archaics in some way (see “Archaics and the Oracle” below). Some students have even seen an arch come to life with magic in an archaic’s presence. Both snarls and
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
place on a wooden post beneath a waterfall whose river has been temporarily dammed. The contest begins when each competitor’s mud paste has hardened and the dam is removed. This is a contest of willpower
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
removed in this way falls under a curse. While so cursed, whenever the character drops to 0 hit points, they are treated as if they had already failed one death saving throw. This curse can be removed only
concerns, and he believes that the secrets of the technology found in the Barrier Peaks hold a vast potential to advance knowledge. If questioned, he proudly details his experiments (including with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The
spellcasting ability (spell save DC 16):
At will: light, spare the dying, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivify
Bonus Actions
Dragon
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
against the evil god. Characters who cross the threshold appear in the unreality described in the “Torment of Kas” section. E2b. Hazy scenes of civil unrest—peasants rioting, buildings burning, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
, it is 75 percent probable that the jerking motion will tear the thing. If these hangings are subjected to burning, they instantly turn to brown mold that covers the same area. The secret door behind
the tapestry on the west wall requires the tapestry to be removed, but thereafter can be found as easily as the entry door. Treasure. The trunks are empty, but the smaller coffers hold various items
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is removed from the statue. No spells or other magical effects can move or damage the statue, which is a Medium object with AC 17, 33 hit points, and immunity to poison and psychic damage. If the
lich has prepared, plus the following: alarm, arcane lock, burning hands, charm person, clairvoyance, comprehend languages, cone of cold, delayed blast fireball, Evard’s black tentacles, fear, feeblemind
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel
is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a short or long rest. Once added, fuel can’t be removed from the lantern’s base. The lantern’s flame can’t
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
population to make a lair in the ruins of what was once a great city or stronghold. The people displaced want their home back, so the dragon must be removed. Killing the dragon is not necessarily the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Across from the statues are sconces with upside-down flames burning in them.
The statues, which merge seamlessly with the ceiling, depict a long-faced human dressed in wizard’s robes and clutching a
staff. The statues used to have magical wards on them, but these protections faded long ago. P2. Upside-Down Corridor The upside-down stairs at the east end of this frost-filled corridor once connected to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
each consenting character in turn. An affected character hears a deep, sloshing sound and experiences a sensation like being underwater, but when the tentacle is removed, the character is as dry as
antigravity wells and floors—is dispelled. Barrier Dropped. The invisible barrier around Landro disappears. Self-Destruct Initiated. Characters inside Landro must succeed on a DC 14 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that wires lead from the journal into another pile of junk, behind which stands the canister of the final brain in a jar. If the journal is removed from this area, has its wires cut, or is opened
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Divine Contention
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship.
Each 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cog rises from the water, with two matching cogs connected to it. Rusty metal conduits stretch from the cavern walls to the cogs. The water of the lake is slimy, with pinpricks of phosphorescent light
after being removed from the water. The three stone cogs of areas 58 to area 60 are half-submerged in the water and rise 10 feet above its surface. Their uneven upper surfaces are difficult terrain, and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
more than a fireplace with metal racks arranged behind an iron door. The racks can be removed, creating enough space to admit a Medium or smaller creature, but the chimney is too narrow to climb
being that hungers equally for the house’s destruction and living creatures—particularly Small or smaller creatures. The witch makes its influence known through the hearths connected to the chimney
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Subrace Traits If your tiefling has a subrace, choose one of the following options — whichever one corresponds to the infernal being connected to the tiefling’s family. The traits of the chosen
subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skeleton embedded in the opposite wall holds an iron sconce with a burning red candle in it.
The skeleton is all that remains of a dead Omuan engineer. As long as the candle remains in this cell, it
sculptural reliefs of tidal waves destroying coastal cities and ships. A merfolk skeleton embedded in one wall clutches an iron sconce fitted with a burning red candle. Suddenly, lukewarm water begins to






