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                        Returning 35 results for 'continues wall reveal'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
                                                
                                            
                                                
                                                     on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
                                                
                                            
                                                
                                                     prepared plus the following spells: arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, and wall of stone.Cold
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    ":"Wildfire","rollDamageType":"fire"} fire damage. A wildfire continues to threaten the characters for 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Wildfire Rounds"} rounds or until they
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
                                                
                                            
                                                
                                                     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
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    , Prestidigitation
2/Day Each: Speak with Dead, Wall of Force
1/Day Each: Create Undead (level 8 version), Disintegrate, Power Word KillProtective Magic. Sammaster casts Counterspell or Shield in
                                                
                                            
                                                
                                                    . He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind
                                                
                                            
                                        
                                                    Elf
                                                    
    
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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
                                                
                                            
                                                
                                                     have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
                                                
                                            
                                        
                                                    Animate Objects
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Control Water
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
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
                                                
                                            
                                                
                                                     beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     offer bribes, favors, or other incentives to induce people to reveal their secrets.
Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can
                                                
                                            
                                                
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K77. Observation Balcony Two large, wooden thrones rest on this balcony. Behind the thrones hangs a red velvet curtain thirty feet long. The ceiling here is ten feet high. The room continues behind the curtain an additional 10 feet to a wall that has a door in its center.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    40. Empty Room This room is swept clean but is currently not in use. A secret door in the east wall pushes open to reveal an empty closet with another secret door at the back of it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K31b. Shaft Access This ten-foot-square room overlooks a vertical shaft to the south that plunges into darkness and continues upward. This vantage point is 130 feet from the bottom of the shaft (area
                                                
                                            
                                                
                                                     K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     wall with a successful DC 10 Wisdom (Perception) check. It’s basically an ordinary (albeit rotted) wooden door hidden under a layer of clay. The door pulls open to reveal a stone staircase that
                                                
                                            
                                                
                                                    31. Darklord’s Shrine This room is festooned with moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     into the west wall pushes open to reveal a corridor. Characters who follow this corridor come to a stone staircase that descends 40 feet to area 1 on level 10.
 A detect magic spell reveals an illusory
                                                
                                            
                                                
                                                     wall for what it is. An illusory wall has no substance, and creatures and objects can pass right through it. Each illusory wall can be dispelled with a successful dispel magic (DC 14). The yugoloths
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
 Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
                                                
                                            
                                                
                                                    24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
 Desks. Whenever a creature enters the room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
                                                
                                            
                                                
                                                     doors. The secret door on the west wall can’t be opened from this side, except by magic (such as a knock spell). See area K38 for more information on this secret door. If the characters pass through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    S10. Abbey Entrance A fifteen-foot-high curtain wall joins the abbey’s two wings. Behind its battlements, two guards stand at attention, their features obscured by fog. Below them, set into the wall
                                                
                                            
                                                
                                                    , is a pair of ten-foot-tall, wooden doors reinforced with bands of steel. To the right of these doors, mounted on the wall, is a tarnished copper plaque. The plaque bears the abbey’s name, under which
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X3. Empty Barracks Shattered bits of wood cover the floor of this frigid, twenty-foot-square room. The ceiling in each of these rooms is 10 feet high. The wood is all that remains of guards’ bunks. A secret door set in one wall of each room can be pulled open to reveal area X2a or X2b beyond.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     of the hall has collapsed, and a secret door in the north wall pushes open to reveal a hallway that leads to areas 21 and 18b.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    15. Nursemaid’s Suite Dust and cobwebs shroud an elegantly appointed bedroom (area 15A) and an adjoining nursery (area 15B). Double doors set with panes of stained glass pull open to reveal a balcony
                                                
                                            
                                                
                                                     tables, and an empty wardrobe. Mounted on the wall next to the wardrobe is a full-length mirror with an ornate wooden frame carved to look like ivy and berries. Characters who search the wall for secret
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
                                                
                                            
                                                
                                                     encloses a settlement on the side of a snow-dusted mountain spur. Beyond the wall you see the tops of snow-covered pines and thin, white wisps of smoke. The somber toll of a bell comes from a stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     (Perception) check to find. Both staircases in the north wall lead down to area K19. The eastern double doors can be pulled open to reveal area K26 beyond. The single door in the east wall opens into area
                                                
                                            
                                                
                                                    K25. Audience Hall Dim light from the courtyard falls into this great hall through the broken glass and iron latticework of a large window in the west wall. This immense room is a place of chilly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     vessel to a larger breach in the front of its hull. Beyond, another sandy passage lined with barnacled walls continues to slope up and out of sight. Unlike other sunken ships embedded in the coral nearby
                                                
                                            
                                                
                                                     away, a detect magic spell will reveal that this area has a strong aura of both abjuration and evocation magic. Trap. When a character crosses the threshold of the bulkhead between the back and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     great workmanship.
 Attached to the east wall are two torch sconces. The southernmost one holds a torch with an intricate metal base. The other is empty. A skeleton in broken plate armor lies against
                                                
                                            
                                                
                                                     the wall. The skeleton’s right hand is on its throat, and its left hand holds the matching torch from the empty sconce.
 The coins scattered around the trapped chest total 50 gp, 100 sp, and 2,000 cp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     secret door in the south wall can be found with a successful DC 15 Wisdom (Perception) check and pulls open to reveal area 38 beyond. Treasure Hanging on the back wall of the cell marked X on the map is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     corpses hanging from the trees and worms bursting up from the ground. Secret Door A secret door in the west wall can be found with a successful DC 15 Wisdom (Perception) check. It pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
                                                
                                            
                                                
                                                    11. Balcony Characters who climb the red marble staircase to its full height come to a dusty balcony with a suit of black plate armor standing against one wall, draped in cobwebs. This suit of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     lair, and a former shrine to Sune has become a prison for the cursed elf. The main bathhouse looks exactly as Sylvarie built it, and it continues to provide services to visitors. Most of the staff of
                                                
                                            
                                                
                                                     the bathhouse are the coven’s wicked minions in disguise, but also here are an undercover Harper agent, a water spirit, and a cursed kobold—all potential allies who can reveal the coven’s malicious machinations.  Azirssa, Greensong, and Morganna
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the higher niches, but they can no longer support any weight. A secret door is set in the north wall. It can be pulled open to reveal a staircase landing (area X21).
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     and a successful DC 15 Wisdom (Perception) check, a character notes irregularities in the floor’s tile patterns that reveal the pressure plates. Wedging an iron spike or similar object under a plate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , deteriorate and become brittle if taken from the room. The secret door in the center of the west wall can be pulled open to reveal an empty room (area X29). The one in the center of the south wall can be
                                                
                                            
                                                
                                                     pulled open to reveal a staircase that descends 30 feet to another secret door leading to area X5.  Map 13.2: Amber Temple (Area X) - Lower LevelView Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     south wall, behind the hanging mirror west of the wardrobe, is a secret door. It can be pulled open to reveal a closet choked with dust and cobwebs and that contains a wooden ladder that leads up 20 feet to another secret door in the tower stairway (area K20). The staircase leads down to area K24.
                                                
                                            
                                                
                                                     a coffin, its black doors painted with fey creatures, stands between two cracked, full-length mirrors hanging on the south wall. A staircase descends along the north wall. If someone opens the
                                                
                                            
                                        





