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Returning 35 results for 'completely wall realizes'.
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Magic Items
Dungeon Master’s Guide
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within
the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can pass through.
An
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue
-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
Monsters
Fizban's Treasury of Dragons
","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a
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
Bead of Force
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially
within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
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
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
against the wall can become a miniature storm of fangs and claws as it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
6. The Face of the Great Green Devil The path of red tiles leads south from the fork. If any character comes within 2 feet of the southern wall, read: On the wall before you is a relief sculpture of
feet in diameter—plenty of room for those who wish to leap in and be completely and forever destroyed. A character who examines the mouth and succeeds on a DC 20 Intelligence (Arcana) check identifies the trap for what it is.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
6. The Face of the Great Green Devil The path of red tiles leads south from the fork. If any character comes within 2 feet of the southern wall, read: On the wall before you is a relief sculpture of
feet in diameter—plenty of room for those who wish to leap in and be completely and forever destroyed. A character who examines the mouth and succeeds on a DC 20 Intelligence (Arcana) check identifies the trap for what it is.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mouth is 40 feet above the cavern floor. Scaling the rock wall to reach the tunnel requires a successful DC 15 Strength (Athletics) check. Development Zhora Hallen and her Dark Hunters enter the purple
worm nursery by scaling down the rock wall here shortly after the adventurers arrive (see “Dark Hunters,” below). Characters can also leave the nursery and return to the Wormwrithings via this route
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mouth is 40 feet above the cavern floor. Scaling the rock wall to reach the tunnel requires a successful DC 15 Strength (Athletics) check. Development Zhora Hallen and her Dark Hunters enter the purple
worm nursery by scaling down the rock wall here shortly after the adventurers arrive (see “Dark Hunters,” below). Characters can also leave the nursery and return to the Wormwrithings via this route
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V6. Tower, Third Floor Time and the elements have all but destroyed this chamber, leaving a gash in the northwest wall and slimy black mildew on the walls. The wooden floor is completely rotted and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V6. Tower, Third Floor Time and the elements have all but destroyed this chamber, leaving a gash in the northwest wall and slimy black mildew on the walls. The wooden floor is completely rotted and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on
the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
13. Prison In the area north of the pigpen, rivulets of water trickle down the north wall and carve shallow ruts in the floor as they snake their way across the room and through openings in the
opposite wall. Five wooden cages are arranged about the room. Their doors are situated on top, with heavy rocks placed on them. A creature can use an action to attempt a DC 15 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling.
Scales. The floor is littered with red dragon scales.
Gate to the Crystal Labyrinth. A stone arch set with glowing red crystals is embedded in the back wall of an alcove.
Pedestal
a DC 15 Intelligence (Nature) check realizes that the scales came from multiple owners. Most were shed by an adult red dragon, while a few were cast off by one or more young red dragons. 12b. Tiamat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling.
Scales. The floor is littered with red dragon scales.
Gate to the Crystal Labyrinth. A stone arch set with glowing red crystals is embedded in the back wall of an alcove.
Pedestal
a DC 15 Intelligence (Nature) check realizes that the scales came from multiple owners. Most were shed by an adult red dragon, while a few were cast off by one or more young red dragons. 12b. Tiamat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
the back wall.
Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpse’s severed head lies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
the back wall.
Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpse’s severed head lies
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
13. Prison In the area north of the pigpen, rivulets of water trickle down the north wall and carve shallow ruts in the floor as they snake their way across the room and through openings in the
opposite wall. Five wooden cages are arranged about the room. Their doors are situated on top, with heavy rocks placed on them. A creature can use an action to attempt a DC 15 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
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