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Returning 35 results for 'combined wall rating'.
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combine wall rating
combined will ranging
confined wall rating
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Monsters
Bigby Presents: Glory of the Giants
erupting.
Spellcasting. The giant casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
At will: druidcraft, guidance
1/day each: stone shape, wall of stone
10 feet away from the giant.Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them
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
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
Monsters
Princes of the Apocalypse
): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate personMultiattack. Vanifer makes two attacks.
Tinderstrike. Melee or Ranged Weapon Attack: +9
Actions
If Vanifer is in the fire node while Imix isn’t, the tiefling can take lair actions and has a challenge rating of 12. On initiative count 20 (losing initiative ties), Vanifer uses a lair
Monsters
Waterdeep: Dungeon of the Mad Mage
level (3 slots): counterspell, fly, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): cone of cold, scrying, wall of force
6th level (1 slot): globe of
as an action, Drivvin can summon a demon that has a challenge rating of 6 or lower. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other
Monsters
Out of the Abyss
lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
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
encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
Monsters
Fizban's Treasury of Dragons
. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic
nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable
Backgrounds
Guildmasters’ Guide to Ravnica
and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
Monsters
Tomb of Annihilation
spikes are made of ice), or wall of ice (2 charges).
Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4
must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with
Magic Items
The Book of Many Things
various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually
draw the same card multiple times.
The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including
Monsters
Fizban's Treasury of Dragons
stone to come and go.
The challenge rating of a legendary sapphire dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair
Magic Items
Tomb of Annihilation
freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).
You can expend the necessary
able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice
Monsters
Fizban's Treasury of Dragons
blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating of a legendary crystal dragon increases by 1 when it’s
Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high.
Starlight’s Gleam. The dragon chooses a point it
Monsters
Fizban's Treasury of Dragons
areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating
dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
Monsters
Fizban's Treasury of Dragons
other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.
The challenge rating of a
through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair is altered by the dragon’s magic, creating one
Monsters
Fizban's Treasury of Dragons
-foot drop and on the left by a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands
their homes. They keep the interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On
Monsters
Fizban's Treasury of Dragons
a cliff wall just as steep and devoid of hand- or footholds. The dragon has festooned this path with tripwire alarms and minor booby traps.
Islands. Three small islands jut from the water below the
interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).
Lair Actions
When fighting inside its lair, a death tyrant can invoke
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lifted by creatures who have a combined Strength of 50 or higher. The bars of the portcullis are spaced 3 inches apart.
Lever. A stone lever in the down position juts from the angled wall east of the portcullis. (Moving this lever to the up position raises the portcullis.)
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
Constrict attack. This ability increases its challenge rating to 3 (700 XP). If the snake is slain, the four baboons leap through the hole in the ceiling and down upon the party. (They remained outside the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
makes an additional three claw attacks as part of its Multiattack action. In its wounded state, the troll has a challenge rating of 6 (2,300 XP). If it regains all its hit points, its challenge rating becomes 8 (3,900 XP).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stairs is a large entrance on the west wall, where wagons are secured on stone sleds pulled by a chain up a steep slope. The hoisting mechanism is at the top of the lift is operated by an earth elemental
, although any creature with a Strength of 20 or any group of creatures with the combined strength to lift 600 pounds can operate it. The lift’s tunnel is wide enough for the sleds but has little
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
5. Tomb Stone and Wet Lime The walls of this corridor are wet and slimy. The stucco covering has become saturated with water and is decomposing and sloughing off in spots on the southern wall
stucco is scraped away from the seams, the block can be pushed inward by the combined effort of up to four characters with a total Strength of 48 or higher. The stone is about 6 feet tall, 3 feet wide, and 3 feet thick. It takes 1 minute to push the plug 10 feet, after which it can be circumvented.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
If characters
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
51. Ghastly Door What appears to be a large stone door looms at the end of the hallway, but it bears no handles or hinges. Jutting from the wall on either side of the door are two matching bronze
door open. The door weighs 1,000 pounds and can be lifted by characters with a combined Strength of 33 or more. If the characters do so, secret doors on either side of the hallway behind the door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have a combined Strength of 34 or higher can push the plug out of the hole, provided they have something firm to stand on. Treasure. Ezzat’s spellbook weighs 13 pounds and contains all the spells the
, flesh to stone, geas, hold person, ice storm, imprisonment, knock, levitate, magic mouth, maze, meteor swarm, mislead, plane shift, prismatic wall, remove curse, telekinesis, true polymorph, unseen servant, wall of force, and web.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (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
, 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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
monster’s challenge rating. As another option, you can switch any of the damaging eye rays in the Monster Manual to an effect with a different damage type, such as replacing the enervation ray with a
) Fear Ray: gaseous form (self or willing creature only), moonbeam Paralyzing Ray: modify memory, silence (1 minute) Petrification Ray: Otto’s irresistible dance (1 minute), wall of ice (1 minute; one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
devil’s face adorns the wall at a T-shaped intersection. The devil’s open mouth is a well of utter darkness.
5A. Poison Darts Each X on the map marks a 5-foot-square pressure plate triggered by 20 pounds
prevents that plate from being triggered. Stuffing the wall holes adjacent to a pressure plate with cloth or wax prevents the darts from being fired. 5B. Devil Face Magical darkness and a permanent
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
rise to positions of leadership. These hill giants drape themselves in rocks attached to chains or ropes, then use their magic to knock down and pummel their foes with these stones. This magic, combined
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
thin stream of smoke issues from a tiny vent in its brass stopper. On the southern wall stands a granite sarcophagus that appears to be damaged. Flanking the sarcophagus are two large iron chests
object, and the visage of each of these iron statues is most fearsome and terrifying. Moving a statue can be done, but it requires a combined Strength of 48. Moving the statue in the northwest corner
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
12. Pigpen The walls of this filthy room are made of packed mud with logs jutting out of them. The river seeps through a gash in the north wall and forms a stream that cuts across the eastern half
of the area before spilling out through a hole in the south wall, tumbling down logs as it goes. A creaky wooden bridge spans the stream at one point. Smaller rivulets also seep into the room and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Stone Basin. The southern half of the room is taken up by a 20-foot-wide, 5-foot-deep, bowl-shaped stone basin enclosed by a 3-foot-high retaining wall. Filling the basin is a toxic brew containing
them into the basin. These creatures are water weirds with a challenge rating of 4 (1,100 XP) and these changes: The weirds are invisible while fully immersed in the toxic brew. They die if forced to