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                        Returning 35 results for 'causing wall regarded'.
                    
                
                        
                            
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                                        casting wall regard
                                    
                                
                                    
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
                                                
                                            
                                                
                                                     be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6);{"diceNotation":"1d6","rollType
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     invulnerability, plane shift, wall of forceThe githzerai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another
                                                
                                            
                                                
                                                    :
Form Substance. In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks
                                                
                                            
                                                
                                                     ties), an elder brain can take one of the following lair actions; the elder brain can’t take the same lair action two rounds in a row:
Force Wall. The elder brain casts wall of force.
Psionic
                                                
                                            
                                        
                                                    Mind Flayer Arcanist
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                    , hallucinatory terrain
5th level (2 slots): telekinesis, wall of forceTentacles. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 5 ft., one
                                                
                                            
                                                
                                                     creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.A few mind flayer;mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned.
                                                
                                            
                                        
                                                    Elder Tempest
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly
                                                
                                            
                                                
                                                     line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning
                                                
                                            
                                        
                                                    Githzerai Anarch
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    , telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom
                                                
                                            
                                                
                                                     anarch’s lair is warped by its presence, which creates one or more of the following effects:
In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the
                                                
                                            
                                        
                                                    Elder Brain
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ":"psychic"} psychic damage.
Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have
                                                
                                            
                                                
                                                     effects; the elder brain can’t use the same lair action two rounds in a row:
The elder brain casts wall of force.
The elder brain targets one friendly creature it can sense within 120 feet of
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves
                                                
                                            
                                                
                                                     within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     stabilizing the star beneath the Star Forge has been damaged, causing dangerous acid to seep into the surrounding lake. The acidic lake has attracted evil creatures from the Elemental Planes and poses
                                                
                                            
                                                
                                                     one of the shelters around the lake. Disgraced Giant. Diasma knows Brimskarda by reputation. Once the fire giant was well regarded among her kin, holding a position of great power in what giants call
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . The Red Larchers who knew about the place came to include the leading citizens of the town. They regarded the phenomenon as supernatural and portentous. They called themselves the Believers and
                                                
                                            
                                                
                                                     decisions “for the good of all.” People causing trouble in Red Larch were driven out of business, intimidated, or even murdered. Several months ago, agents of the Cult of the Black Earth stumbled across
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    31. Approach to Madness The Far Realm has twisted these rooms, causing the lines where floor, walls, ceiling, and pillars meet to appear warped. 31a. Warped Foyer This chamber is lined with twisted
                                                
                                            
                                                
                                                    , and they attack intruders on sight.
 Tapestry. A tapestry on the east wall depicts a group of humans twisting, warping, and melting into one amorphous, blasphemous entity.
 Treasure. The tapestry weighs 50 pounds and is worth 750 gp to one who appreciates such horrid decor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     consult the “Concluding the Siege” section to guide the battle toward its climax. Zombie Siege Encounters    d6s Encounter 
     1  Zombies rip apart a soldier, causing those nearby to freeze or flee
                                                
                                            
                                                
                                                     wall. 
   6  Zombie bodies pile up, creating a growing ramp onto a section of wall. 
   7  Zombies dig through or under the wall, allowing them to flow steadily into the city. 
   8  Zombies cause a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K55. Element Room Heavy beams support the ceiling of this large room, the outer wall of which curves to follow the shape of the tower. Dim light filters into the room through the steel lattice
                                                
                                            
                                                
                                                     chance that a vampire spawn crawling around the outside wall of the tower notices the open window and investigates. Characters who search the room spot numerous boot prints in the dust, as well as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
                                                
                                            
                                                
                                                     the ice without impediment. High Ceilings. The caves have 50-foot-high ceilings. The tunnels connecting the caves are 30 feet high. Moonlight. Infrequent, naturally occurring breaks in the ceiling allow moonlight into the caves, causing areas of the complex to be dimly lit on clear nights.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Turn the Gold Key? A large oak chest with silver fittings stands against the wall directly opposite the double doors. A gold key sticks out of the chest’s built-in lock.
 The chest is 10 feet long, 5
                                                
                                            
                                                
                                                     north wall, above the chest. Any creature that passes through this doorway is teleported to an unoccupied space within Jarlmoot’s circle of thrones. A swarm of ravens then descends upon that creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
                                                
                                            
                                                
                                                     and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     it from a kraken, her face coming to life on the marble wall and making the barrier grow so tall that the kraken couldn’t get through. Altrisos now has Ephara’s face on nearly every building and wall
                                                
                                            
                                                
                                                     companions. Neolantin. Though they are regarded as Meletians, the people of Neolantin view themselves as citizens of Olantin—a coastal polis that long ago vanished into the sea. According to legend, an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     Spells 
     1st  feather fall, fog cloud 
   2nd  gust of wind, levitate 
   3rd  sleet storm, wind wall 
   4th  conjure minor elementals, control water 
   5th  conjure elemental 
    Gust
                                                
                                            
                                                
                                                     harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to billow impressively in a breeze.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stone stretch from west to east. Around each table sit a dozen cast-iron chairs sculpted with web and spider motifs.
 Smashed Cabinet. Against the north wall, near the double door to area 5b, is a pile
                                                
                                            
                                                
                                                     float about the room, as though weightless.
 Fireplace. An immense stone fireplace protrudes from the west wall.
 Well. An alcove in the north wall contains a 12-foot-diameter open well. (The well
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     hangs from a cord around the figure’s neck.
 Two nine-foot-tall stone statues stand atop plinths on either side of the pit. A third plinth against the south wall stands empty. One of the statues
                                                
                                            
                                                
                                                     toward the knight.
 An invisible wall of force (as created by the wall of force spell) covers the top of the pit, shielding the clay golem and the chest below. By manipulating the statues, characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     feet high, and the caves are lit by continual flame spells cast on wall sconces. T1. Watchtowers Three of these rickety structures stand in a line running west to east, and each is 20 feet tall. Sentry
                                                
                                            
                                                
                                                     10 feet into the cave, a defensive sigil detonates on the ceiling, causing a cave-in. A character who moves 5 feet into the cave can detect this sigil with a successful DC 17 Perception (Wisdom) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     is covered with breakaway stone tiles. (These tiles cover a grave.)
 Tapestry. A torn tapestry hangs from an iron rod mounted to the south wall. The tapestry depicts King Melair and his guards
                                                
                                            
                                                
                                                    . When a weight of 50 pounds or more is placed on the cover of the pit trap, it swings open like a trapdoor, causing any creature standing on it to fall in. The creature takes 10 (3d6) bludgeoning damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     All secret doors in Nakari’s lair are magical and marked on the map. Each secret door blends seamlessly with the surrounding wall (DC 20 to notice). Nakari can open any secret door as a Bonus Action
                                                
                                            
                                                
                                                     from anywhere in her lair, causing the stone to reshape into an opening wide enough for her to pass through. Other creatures must break through the stone secret door. Whenever a creature with an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    , perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach.
 One of the thugs spits on the ground. “Well, well
                                                
                                            
                                                
                                                     to Phandalin, make it clear that the Redbrands are causing even more trouble, and that they need to be dealt with.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the room by ancient magic, causing them to manifest again 24 hours after being destroyed. The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring
                                                
                                            
                                                
                                                     wall. If it is returned to the library (area 9), the ghost there is free to move on from this world. The silver ewer and four goblets next to the bed are magical. If a character pours from the empty ewer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Redbrand Ruffians Zoltan Boros  A group of criminals who wear scarlet cloaks has 
been causing trouble in Phandalin for a while now Within a day or so of the adventurers’ arrival in Phandalin, a
                                                
                                            
                                                
                                                     on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks. Their stares are fixed on you as you approach.
 One of the ruffians spits on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     effects. The passage to the right contains nothing of interest. Mirror Gate to Level 10. At the end of the west tunnel, a tall oval mirror framed in stone hangs on the rocky wall. The mirror’s frame is
                                                
                                            
                                                
                                                    , causing the fog to pool to a depth of 4 feet. Whenever two or more creatures are inside the cave, the sound of an old man giggling can be heard everywhere in the area. No one outside the cave can hear the giggling, which ends as soon as the cave is no longer occupied by two or more creatures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     nonperishable food and forty barrels of fresh water.
 Beams. Two thick wooden beams lean against the wall between sets of double doors.
 The food crates are each 2 feet on a side and weigh 50 pounds
                                                
                                            
                                                
                                                     effect, causing all the stacks to fall. Each creature on the floor of the room when the stacks topple must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , and the other six are closed.
 A narrow staircase ascends the circular wall. Near the foot of the stairs is a painted wooden box three feet on a side. A crank protrudes from one side of it, causing it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                      A giant-sized hunting horn scrimshawed with elaborate patterns, the pewter only slightly tarnished 
   7  A stained glass window still set within a fragment of wall depicting the many deaths of an
                                                
                                            
                                                
                                                     world of Krynn, Cyan Bloodbane used one of the Orbs of Dragonkind to poison the mind of the elf king Lorac, causing the land of Silvanesti to become swallowed up in Lorac’s nightmares. The green
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     escaped prisoners tried to fly the damselfly ship in area 23 to safety, they crashed it midway through the launch bay, causing a chain of explosions that destroyed this area. A thick wall of debris, not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Trapped Fellow Gricks. Five gricks lurk in the diagonal hallway to the south. They attack all who enter.
 Trapped Adventurer. The sound of weeping comes from behind a closed door in the west wall
                                                
                                            
                                                
                                                     east corner of the north wall. The gricks can’t open it.
 The top half of the room is under the effect of a permanent reverse gravity spell. The effect takes hold of any creature or object more than
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     set the scene: A wall of storms surges and howls in the distance. The sunny, mild weather gives way immediately to rain and hail, violent winds, and electrical discharges. Passing in and out of the
                                                
                                            
                                                
                                                     wall are three figures in plate armor, each swinging a flail at a lone figure in splint armor wielding a longsword. The lone fighter, taking on the three in plate, wears the emblem of the Leilon garrison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     the room by ancient magic, causing them to manifest again 24 hours after being destroyed. The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring
                                                
                                            
                                                
                                                     wall. If it is returned to the library (area 9), the ghost is free to move on from this world. The silver ewer and four goblets next to the bed are magical. If a character pours from the empty ewer into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , vaulted ceiling.
 Sarcophagus. A black marble sarcophagus flecked with gold stands close to the south wall, its lid carved in the likeness of a dwarf king.
 Crystal Panels. Ten glittering panels are
                                                
                                            
                                                
                                                    . (The panel in the middle of the south wall is set into a secret door that swings open into area 29b.)
 The lid of the sarcophagus can be lifted by creatures with a combined Strength of 20 or more
                                                
                                            
                                        






