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Returning 35 results for 'contact wall retreats'.
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Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Force Barrier"}. The professor magically creates a wall of translucent, golden force within 90 feet of itself. The wall lasts
Monsters
Guildmasters’ Guide to Ravnica
of faith
2nd level (3 slots): lesser restoration, scorching ray
3rd level (3 slots): blinding smite, crusader's mantle, revivify
4th level (3 slots): banishment, wall of fire
5th level (1 slot
, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders.
Monsters
Storm King's Thunder
wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8
check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
Monsters
Divine Contention
contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage
uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey
passes nearby.
A parasite that comes in physical contact with a Humanoid uses its hooks to latch onto it. The parasite can then drain life energy from that creature or use it as transportation. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Bite", "rollDamageType":"lightning"} lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Monsters
Icewind Dale: Rime of the Frostmaiden
charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
serve her as bodyguards and scouts. Avarice uses her Rary's telepathic bond spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of
Monsters
Guildmasters’ Guide to Ravnica
storm, polymorph
5th level (2 slots): conjure elemental, creation
6th level (1 slot): move earth, wall of ice
7th level (1 slot): prismatic spray, teleport
8th level (1 slot): control weather
comes in contact with, and then vanishes.Zegana 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
Monsters
Princes of the Apocalypse
spells, requiring no material components:
At will: wall of ice
3/day: ice storm
1/day: storm of vengeance
Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to succeed
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
Monsters
Strixhaven: A Curriculum of Chaos
components and using Intelligence as the spellcasting ability:
1/day each: contact other plane (as an action, contacting a long-dead spirit), divination, move earth, wall of forceVelomachus can take 3
Backgrounds
Guildmasters’ Guide to Ravnica
;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
-Boros Contacts table.
Boros Contacts
d8
Contact
1
A former comrade in arms was promoted into the prestigious Sunhome Guard.
2
One of my parents is a ranking Boros officer
Backgrounds
Guildmasters’ Guide to Ravnica
;flaming sphere
3rd
fear, haste
4th
confusion, wall of fire
5th
dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture
.
Rakdos Contacts
d8
Contact
1
I was part of a two-person act until my former partner moved to a different troupe.
2
My sibling and I ran away from home and joined the Cult
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Monsters
Princes of the Apocalypse
hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fireball, wall of fire
3/day each: fire storm, haste, teleport
Magic Resistance. Imix
physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType":"fire"} fire damage. Each creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn’t revealed.
If the elder brain dies, these
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up
Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness
magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
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
conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the
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->Curse of Strahd
a banded door in the west wall and a smaller unbanded door in the east wall. There is no danger in this area during the day. But if the characters try to take a short rest here during the night, the
rest is interrupted by the arrival of 1d4 Barovian witches from area K56. They try to subdue the party with sleep spells. A witch retreats to area K56 if wounded.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hallucinatory terrain spell, this 20-foot-high cavern appears to be filled from wall to wall with a pool of bubbling acid. The caustic scent of the acid seems real to any creature that approaches this
area, but contact with the acid deals no damage. The illusion can be removed with a successful dispel magic spell (DC 14). Orl refreshes the spell each day. 8b. False Camp Orl has created a false camp
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
(1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be heard throughout this complex and well into the surrounding forest. 4a. Eastern Gate A 15-foot-high iron portcullis is embedded in the stone wall at the mouth of a long tunnel. Rough-hewn
stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Craft Hall The walls of these caves are covered with abstract carvings, many of them unfinished. 6a. Stonebones Carving Gravillok. The stone giant is using a chisel to carve on the wall between
hostility, Gravillok retreats to area 13 while shouting out to his family in Giant, “Invasion! Arm yourselves! We’re under attack!” Gravillok’s deep bellow echoes throughout the level. To the best of his
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.
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
covered with wet, caustic lime. Wet Lime. Any flesh that comes in contact with the lime will take 1 acid damage per round. The lime must be removed from the skin to stop the damage, and it can either be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
47. Spider in Hiding Creature. In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks a giant spider. The
paralyzes its prey, it retreats into its lair with the prey to feed. In the Chute. The cramped quarters of the tunnel impose disadvantage on weapon attack rolls. Also, a creature in the chute struck by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
Gith about which one of them deserves “Al’chaia’s magic books.” If attacked, Kr’rison and Vlaadric fight together until one falls. The other then retreats to area 27. Treasure Kr’rison’s plate armor is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. If the saving throw succeeds, the effect on it ends. Harajin This angel points at a spot on the cavern wall, and its mouth hangs open in horror. A character who makes contact with the angel hears
Fallen Angels The angels can communicate, albeit in a limited fashion, with living creatures that touch them. A character who makes physical contact with an angel (even through gloves or some other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature that comes into contact with the back wall must succeed on a DC 20 Wisdom saving throw or become charmed by the wall for 1 minute. While charmed in this way, the creature is stunned and stares at
32. Far and Gone The curving west wall of this room is a seething mass of color and sickly light — a partially breached portal to the Far Realm. Creatures can’t physically pass through the portal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
graffiti.
One-Way Secret Door A one-way secret door built into the north wall can’t be opened from the south without the aid of a knock spell or similar magic. Any character who finds the secret door
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
retreats to area 7a to alert their allies. 6b. Severed Heads Double Door. Embedded in the east wall is a stone double door sealed with Qualith door locks (see “Qualith Door Locks”). Unless it is held open