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Returning 35 results for 'contested wall repeats'.
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connected wall repeats
Monsters
Monster Manual
", "rollAction":"Bite", "rollDamageType":"Poison"} Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute
"}. The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.Fire, PoisonCold
Spells
Player’s Handbook
, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
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
if another creature is standing in the way). The target still feels pain but can’t identify the source of any injury caused by another creature. The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the
monsters
":"Psychic"} Psychic damage and has Disadvantage on ability checks and attack rolls. At the end of each of its turns, it repeats the save, ending the effect on itself on a success. After 1 minute, it
regains all expended uses at the start of each of its turns.
Averting Winds. The terror casts the Wind Wall spell (which can’t appear in a creature’s space), requiring no spell components
Kobold
Legacy
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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->Dungeon Master’s Guide (2014)
wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
4. Gorgon Mud Pool Three fossilized stone giants stand in alcoves along the south wall of this cave, the floor of which gently slopes down to a 70-foot-wide, 20-foot-deep pool of gorgon mud (see
feature (see “The Great Stillness” section earlier in this chapter) and cast a meld into stone spell on itself. It hides in the eastern wall, between the tunnels that lead to areas 5 and area 15A. It uses
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
4. Gorgon Mud Pool Three fossilized stone giants stand in alcoves along the south wall of this cave, the floor of which gently slopes down to a 70-foot-wide, 20-foot-deep pool of gorgon mud (see
feature (see “The Great Stillness” section earlier in this chapter) and cast a meld into stone spell on itself. It hides in the eastern wall, between the tunnels that lead to areas 5 and area 15A. It uses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are built over natural gas vents in the floor and never go out.)
Guards. Two spectators float 15 feet above the floor.
Supplies. Carved into the north wall are stone shelves with blank spellbooks
presenting a written note from the headmaster. If such a note is presented, the spectators study it closely; they can recognize a forgery with a successful Wisdom (Perception) check contested by the forger’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are built over natural gas vents in the floor and never go out.)
Guards. Two spectators float 15 feet above the floor.
Supplies. Carved into the north wall are stone shelves with blank spellbooks
presenting a written note from the headmaster. If such a note is presented, the spectators study it closely; they can recognize a forgery with a successful Wisdom (Perception) check contested by the forger’s
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, or by scaling the slick rock wall with a successful DC 12 Strength (Athletics) check. Two rock gnome recluses stand on the ledge — a female named Ulla and a male named Pog. When anyone enters the cave
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, or by scaling the slick rock wall with a successful DC 12 Strength (Athletics) check. Two rock gnome recluses stand on the ledge — a female named Ulla and a male named Pog. When anyone enters the cave
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
An earth elemental materializes out
of the wall and attacks. When the elemental is reduced to 0 hit points, it crumbles, and a galeb duhr emerges from the ground near the menhir in an unoccupied space. The galeb duhr faces outward in a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
An earth elemental materializes out
of the wall and attacks. When the elemental is reduced to 0 hit points, it crumbles, and a galeb duhr emerges from the ground near the menhir in an unoccupied space. The galeb duhr faces outward in a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
disappears into the wall. This image repeats every few minutes, but the ghostly zombie comes from a different section of the wall each time. Purifying the Crypt Purifying the Crypt of the Talhund
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appearances to the contrary. Characters hoping to sneak past them must succeed on Dexterity (Stealth) checks contested by the bears’ passive Wisdom (Perception) score of 13. On their first turn, the
crack in the south wall leads to a narrow tunnel that wends toward area 12. Medium and larger creatures are too big to fit through this narrow tunnel (see the “Whorlstone Tunnels: General Features
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appearances to the contrary. Characters hoping to sneak past them must succeed on Dexterity (Stealth) checks contested by the bears’ passive Wisdom (Perception) score of 13. On their first turn, the
crack in the south wall leads to a narrow tunnel that wends toward area 12. Medium and larger creatures are too big to fit through this narrow tunnel (see the “Whorlstone Tunnels: General Features
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
disappears into the wall. This image repeats every few minutes, but the ghostly zombie comes from a different section of the wall each time. Purifying the Crypt Purifying the Crypt of the Talhund
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
Delerium Chip
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kella’s Dexterity
alone carry. The northwest corner of the inn (pantry included) was destroyed by a falling rock. Most of the kitchen, however, was undamaged. Set into the north wall is a stone fireplace, and the floor is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kella’s Dexterity
alone carry. The northwest corner of the inn (pantry included) was destroyed by a falling rock. Most of the kitchen, however, was undamaged. Set into the north wall is a stone fireplace, and the floor is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
this cavern, but the Stonecloaks destroyed them.)
Arch. A ramp hugs the south wall and climbs to a 20-foot-high ledge. A stone arch is embedded in the wall at the west end of the ledge.
The arch
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
this cavern, but the Stonecloaks destroyed them.)
Arch. A ramp hugs the south wall and climbs to a 20-foot-high ledge. A stone arch is embedded in the wall at the west end of the ledge.
The arch
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, town, or city in your campaign. Defining Traits 1d20 Trait 1–2 Fortified outer wall 3–4 Lots of gardens, parks, and greenery 5–6 Lots of mud, filth, and litter 7–8 Sprawling cemetery 9–10
Mysterious, anonymous conspirators 7 Contested leadership (with open fighting) 8 Acrimonious council unable to make decisions 9 Doltish lout 10 Dying leader (with disputed succession) 11 Iron-willed and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Whorlstone Tunnels Between a cluster of hovels in West Cleft lies the most well-used entrance to the Whorlstone Tunnels (see “Whorlstone Tunnels”). A narrow fissure in the chasm wall is hidden by scraps of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Whorlstone Tunnels Between a cluster of hovels in West Cleft lies the most well-used entrance to the Whorlstone Tunnels (see “Whorlstone Tunnels”). A narrow fissure in the chasm wall is hidden by scraps of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, town, or city in your campaign. Defining Traits 1d20 Trait 1–2 Fortified outer wall 3–4 Lots of gardens, parks, and greenery 5–6 Lots of mud, filth, and litter 7–8 Sprawling cemetery 9–10
Mysterious, anonymous conspirators 7 Contested leadership (with open fighting) 8 Acrimonious council unable to make decisions 9 Doltish lout 10 Dying leader (with disputed succession) 11 Iron-willed and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 46. Hook Horror Nest The turf
Gate. A black gate is set into the northeastern edge of the area, not immediately visible from the entrance. Contact Stone. A contact stone is on the wall just north of the black gate. Dungeon State
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 46. Hook Horror Nest The turf
Gate. A black gate is set into the northeastern edge of the area, not immediately visible from the entrance. Contact Stone. A contact stone is on the wall just north of the black gate. Dungeon State
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water
forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water