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Returning 35 results for 'causing wall replaced'.
Other Suggestions:
casting wall replaced
calling well replaced
calling will replaced
Monsters
Out of the Abyss
this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
Monsters
Waterdeep: Dungeon of the Mad Mage
, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot): animal shapes
turn.
While in a new form, Wyllow retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special
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
Waterdeep: Dungeon of the Mad Mage
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
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
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.
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, stoneskin, wall of fire
5th level (3 slots): commune with nature, mass cure wounds, tree stride
6th level (1 slot): heal, heroes' feast, sunbeam
7th level (1 slot): fire storm
8th level (1 slot
game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and
Monsters
Mordenkainen's Fiendish Folio Volume 1
effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks
might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if
Elder Tempest
Legacy
This doesn't reflect the latest rules and lore.
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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
Legacy
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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
Legacy
This doesn't reflect the latest rules and lore.
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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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within. Most of the windows are encrusted with dirt and have drapes or wooden shutters in poor condition. The elements have gained a foothold inside the chalet, causing plaster to peel, wood to rot
, metal fixtures to rust, and floors to bow and creak. Whatever grandeur the chalet possessed in its heyday is gone, replaced by the sight and stench of mold and decay. The following locations are keyed to the map of Chalet Brantifax. Map 4.1: chalet brantifax View Player Version
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
jaguars, overgrown with misshapen cacti
10 A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones
CYAN BLOODBANE
K’rshinthintl—commonly known as
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
jaguars, overgrown with misshapen cacti
10 A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones
CYAN BLOODBANE
K’rshinthintl—commonly known as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Ruined Dwarven Temple These rooms once formed a temple dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain, but Halaster has destroyed and replaced most of their
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Ruined Dwarven Temple These rooms once formed a temple dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain, but Halaster has destroyed and replaced most of their
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
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->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->Out of the Abyss
oppressive gloom of the Underdark is replaced by light and a sense of openness that brings back memories of the surface world. The corridor beyond the gates is wide enough for ten people to walk side by side
.
A stout, rocky creature detaches from the perfectly smooth wall to your left, leaving an imprint of its body in the wall that quickly smooths out and fades from sight. “Trravelerrrrsss. I am Hourm
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
oppressive gloom of the Underdark is replaced by light and a sense of openness that brings back memories of the surface world. The corridor beyond the gates is wide enough for ten people to walk side by side
.
A stout, rocky creature detaches from the perfectly smooth wall to your left, leaving an imprint of its body in the wall that quickly smooths out and fades from sight. “Trravelerrrrsss. I am Hourm
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
know his plan and inform the characters of it. If the characters can’t free the spirits in 3 hours, the new ritual fails disastrously, causing the entire castle to collapse. More Behirs. The behir has
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->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->Waterdeep: Dungeon of the Mad Mage
within 30 feet of him, turning the open space to solid, worked stone or vice versa. Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
between the two areas through holes in the wall. Any characters or lizardfolk that fall off the bridge take appropriate falling damage, then are attacked by the yuan-ti young. Climbing back up to where
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
57. Oubliette Any creature that tries to magically transport itself out of the tomb arrives here instead. You arrive in a room half-filled with rotting corpses. Protruding from one wall is a large
above the reeking mass. The otyugh eagerly attacks a lone character but avoids confrontations with multiple enemies. Once killed, the otyugh is not replaced. Green Devil Face The 8-foot-high devil face
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
57. Oubliette Any creature that tries to magically transport itself out of the tomb arrives here instead. You arrive in a room half-filled with rotting corpses. Protruding from one wall is a large
above the reeking mass. The otyugh eagerly attacks a lone character but avoids confrontations with multiple enemies. Once killed, the otyugh is not replaced. Green Devil Face The 8-foot-high devil face
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south wall.
Pedestal. Rising from the floor 10 feet in front of the arch is a 3-foot-high pedestal made of red crystal with a small hole in the top.
Together, the arch and pedestal comprise a
teleportation gate. The hole bored into the top of the pedestal is 1 inch wide and 6 inches deep. When a Stardock rod (see “Stardock Rods”) is inserted into the hole, the solid wall inside the arch disappears
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
within 30 feet of him, turning the open space to solid, worked stone or vice versa. Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he
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->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
know his plan and inform the characters of it. If the characters can’t free the spirits in 3 hours, the new ritual fails disastrously, causing the entire castle to collapse. More Behirs. The behir has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south wall.
Pedestal. Rising from the floor 10 feet in front of the arch is a 3-foot-high pedestal made of red crystal with a small hole in the top.
Together, the arch and pedestal comprise a
teleportation gate. The hole bored into the top of the pedestal is 1 inch wide and 6 inches deep. When a Stardock rod (see “Stardock Rods”) is inserted into the hole, the solid wall inside the arch disappears