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Returning 35 results for 'closed wall reverts'.
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chosen wall repeats
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Magic Items
Dungeon Master’s Guide
Wall of Thorns
6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree
discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
Monsters
Phandelver and Below: The Shattered Obelisk
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of force
Thundering Blast (Recharge 5–6
leaders as “ignorant fools” who are “closed to the flexibility and power of arcane magic.”PoisonCold, Lightning, Necrotic
Monsters
Out of the Abyss
":"War Pick","rollDamageType":"piercing"} piercing damage.
Change Shape. The Pudding King magically transforms into an ooze, or back into his true form. He reverts to his true form if he dies. Any
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
falls to the ground, melds with her new form, or is worn by the new form. Wyllow reverts to her true form if she dies or falls unconscious. Wyllow can revert to her true form using a bonus action on her
Monsters
Icewind Dale: Rime of the Frostmaiden
animals
2nd level (3 slots): animal messenger, moonbeam, pass without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
4th level (3 slots): hallucinatory terrain, ice storm
5th level
). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.Frost druids are solitary defenders of nature and the
Monsters
Tyranny of Dragons
magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stoneMultiattack. Diderius can use his Dreadful Glare and makes one attack with his rotting fist
turn.
Whirlwind of Sand (Costs 2 Actions). Diderius magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to his normal form. While in whirlwind form, Diderius is immune to
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire
spells
creatures with any of its other senses. The target moves around other creatures, or otherwise rationalizes not moving through spaces occupied by them (such as perceiving a door as closed or as a wall
Staff of the Woodlands
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
)
barkskin (2 charges)
locate animals or plants (2 charges)
speak with animals (1 charge)
speak with plants (3 charges)
wall of thorns (6 charges).
You can also use an action to cast the pass
if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
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
form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.
While in a new form, the archdruid retains its
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
3S. Unused Room A portion of the roof and northwest wall has collapsed in this chamber, so it isn’t used for anything. The door to area 3R is always kept closed but not locked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3S. Unused Room A portion of the roof and northwest wall has collapsed in this chamber, so it isn’t used for anything. The door to area 3R is always kept closed but not locked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3S. Unused Room A portion of the roof and northwest wall has collapsed in this chamber, so it isn’t used for anything. The door to area 3R is always kept closed but not locked.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
3S. Unused Room A portion of the roof and northwest wall has collapsed in this chamber, so it isn’t used for anything. The door to area 3R is always kept closed but not locked.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Second Floor This empty chamber has a ladder affixed to one wall that climbs to an adamantine trap door leading to the roof. The trap door is closed and locked, though the proper command word (“mimsy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Second Floor This empty chamber has a ladder affixed to one wall that climbs to an adamantine trap door leading to the roof. The trap door is closed and locked, though the proper command word (“mimsy
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X8. Upper East Hall Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X8. Upper East Hall Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
off their perches and lie shattered on the floor.
An amber door in the north wall stands open. Four other amber doors to the west and south stand closed.
The animal statues represent different kinds of familiars, and they are harmless.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
off their perches and lie shattered on the floor.
An amber door in the north wall stands open. Four other amber doors to the west and south stand closed.
The animal statues represent different kinds of familiars, and they are harmless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. No Retreat Arch. The north wall is set with a stone arch, its keystone bearing Halaster’s visage whose animated eyes follow any creature that approaches the arch. Carved into the wall above the
the arch: two flanking the arch on the north wall, two side by side on the west wall, and two side by side on the east wall. Each fresco displays a magically animated image of Halaster performing one
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hinged lid. A detect magic spell reveals an aura of conjuration magic around a box. A crank protruding from one side of the box attaches to a tiny metal music box mounted to the wooden box’s inside wall
in a box with the lid closed, Cradlefall can use an action to teleport himself and anything he is holding to another closed box in Loomlurch. When he is not hiding in a box, Cradlefall curls up in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
half its hit points. Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall. Other than the
berserkers’ armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (“fiery spirits”) to the north and keep the doors to area X17 closed. A fissure has formed in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
half its hit points. Torches in sconces light this bare stone room. Six bedrolls made of stitched animal furs cover the floor. Cold air enters through a fissure in the southwest wall. Other than the
berserkers’ armor and weapons, there is nothing of value here. The berserkers are aware of the flameskulls (“fiery spirits”) to the north and keep the doors to area X17 closed. A fissure has formed in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hinged lid. A detect magic spell reveals an aura of conjuration magic around a box. A crank protruding from one side of the box attaches to a tiny metal music box mounted to the wooden box’s inside wall
in a box with the lid closed, Cradlefall can use an action to teleport himself and anything he is holding to another closed box in Loomlurch. When he is not hiding in a box, Cradlefall curls up in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. No Retreat Arch. The north wall is set with a stone arch, its keystone bearing Halaster’s visage whose animated eyes follow any creature that approaches the arch. Carved into the wall above the
the arch: two flanking the arch on the north wall, two side by side on the west wall, and two side by side on the east wall. Each fresco displays a magically animated image of Halaster performing one
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
standing against the south wall holds three rusty spears and a frayed net. Nearby is a closed cabinet. A search of the shelves and weapon rack yields a longsword, a box of 20 crossbow bolts, a box of 10