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Returning 35 results for 'crossing wall regain'.
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crossing well region
crossing well remains
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Monsters
Monster Manual
Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 21 (6d6);{"diceNotation":"6d6", "rollType":"damage
"}. 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
Monsters
The Book of Many Things
medusa’s lair.
3
Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.
4
Seek out a new generation of
on initiative count 20 on the following round.
Sudden Stonework. The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high
Monsters
Keys from the Golden Vault
Magic Resistance. The simulacrum has advantage on saving throws against spells and other magical effects.
Simulacrum. The simulacrum can’t regain expended spell slots or use the properties of
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The simulacrum casts these
Monsters
Domains of Delight: A Feywild Accessory
following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the
Monsters
The Wild Beyond the Witchlight
Special Equipment. Ringlerun wields a staff of power. It has 20 charges when fully charged and regains 2d8 + 4;{"diceNotation":"2d8+4","rollType":"roll","rollAction":"Regain charges"} expended
rolls but loses its other properties; on a 20, it regains 1d8 + 2;{"diceNotation":"1d8+2","rollType":"roll","rollAction":"Regain Charges"} charges.Multiattack. Ringlerun makes three Staff of Power or
Magic Items
Phandelver and Below: The Shattered Obelisk
(this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
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
"} necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Bite","rollDamageType":"poison"} poison damage
, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an
Monsters
Tomb of Annihilation
, hold monster, wall of force
6th level (3 slots): chain lightning, circle of death, disintegrate
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): maze, mind blank
9th
targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp (see the Monster Manual) and can’t regain his normal powers
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
infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region
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
initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region surrounding a legendary topaz dragon
Instant Fortress
Legacy
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Magic Items
Basic Rules (2014)
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Daern's Instant Fortress
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you
Pit Fiend
Legacy
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Monsters
Basic Rules (2014)
ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of
succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage
Pit Fiend (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of
succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6);{"diceNotation":"6d6","rollType":"damage
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
next 24 hours. On a failed save, the creature takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage and is poisoned.
The poisoned creature can't regain
magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
Hutijin
Legacy
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Monsters
Mordenkainen’s Tome of Foes
, invisibility (self only), lightning bolt, suggestion, wall of fire
3/day: dispel magic
1/day each: heal, symbol (hopelessness only)
Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can
target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6);{"diceNotation":"3d6","rollType
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
and whether the cone is active.
Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its
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->Dungeon Master’s Guide (2014)
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
nearby upward-sloping passages, raised floors, or rising stairs to contain the water 15 Lava flows through the area (50 percent chance of a stone bridge crossing it) 16 Overgrown mushrooms block
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Obstacle 1 Antilife aura with a radius of 1d10 × 10 ft.; while in the aura, living creatures can’t regain hit points 2 Battering winds reduce speed by half, impose disadvantage on ranged attack rolls 3
nearby upward-sloping passages, raised floors, or rising stairs to contain the water 15 Lava flows through the area (50 percent chance of a stone bridge crossing it) 16 Overgrown mushrooms block
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shovel and a rake. A dusty cloak is draped over a hook next to a round-topped door in the south wall.
Two harmless moths fly out of the cloak if the garment is disturbed. One of the cloak’s pockets
contains a rusty iron key that unlocks the padlock in area C16. C5. Den Light enters this spacious room through a bulge in the north wall, where cracked and broken windows look out over a foggy vale
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shovel and a rake. A dusty cloak is draped over a hook next to a round-topped door in the south wall.
Two harmless moths fly out of the cloak if the garment is disturbed. One of the cloak’s pockets
contains a rusty iron key that unlocks the padlock in area C16. C5. Den Light enters this spacious room through a bulge in the north wall, where cracked and broken windows look out over a foggy vale
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
15. The Great Hall This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
crossing. Each time the bridge loses a plank, increase the DC of future saving throws by 1. Window. The window in the north wall is wide enough for a Small or Medium character to crawl through. The opening is 25 feet above the water level.
12. Sea Cave Sea water rushes in and out of this damp cave, crashing against the walls and filling the cave with a cold spray. Clinging to the wall beyond the door is a semicircular stone balcony
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
15. The Great Hall This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
crossing. Each time the bridge loses a plank, increase the DC of future saving throws by 1. Window. The window in the north wall is wide enough for a Small or Medium character to crawl through. The opening is 25 feet above the water level.
12. Sea Cave Sea water rushes in and out of this damp cave, crashing against the walls and filling the cave with a cold spray. Clinging to the wall beyond the door is a semicircular stone balcony
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dragons. Five large tapestries hang along the walls — two on the west wall flanking a door, two on the east wall hanging side by side, and a particularly grand one dominating the south wall next to the
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dragons. Five large tapestries hang along the walls — two on the west wall flanking a door, two on the east wall hanging side by side, and a particularly grand one dominating the south wall next to the
fireplace. Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dragons. Five large tapestries hang along the walls—two on the west wall flanking a door, two on the east wall hanging side by side, and a particularly grand one dominating the south wall next to the
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dragons. Five large tapestries hang along the walls—two on the west wall flanking a door, two on the east wall hanging side by side, and a particularly grand one dominating the south wall next to the
fireplace.
Once a feast hall, this room is now set aside for cult gatherings and is currently unoccupied. A set of double doors in the north wall pulls open to reveal a stone balcony overlooking the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is set horizontally half into the wall in the southwest corner. This wheel appears to be a crank. Above the wheel, a bronze lever is set in the wall, angled downward.
Open and Shut. The stairs lead
up to a blank wall that is the location of a secret door. This door can be opened by turning the wheel in the foyer. The wheel turns only after the lever is pushed up, and then only in one direction
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
is set horizontally half into the wall in the southwest corner. This wheel appears to be a crank. Above the wheel, a bronze lever is set in the wall, angled downward.
Open and Shut. The stairs lead
up to a blank wall that is the location of a secret door. This door can be opened by turning the wheel in the foyer. The wheel turns only after the lever is pushed up, and then only in one direction
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and the ceiling’s height reminds you of the great halls of Gauntlgrym.
The corridor opens into a central well, with walkways crossing its span to the opposite side. You can barely see the ends of
.
A stout, rocky creature detaches from the perfectly smooth wall to your left, leaving an imprint of its body in the wall that quickly smooths out and fades from sight. “Trravelerrrrsss. I am Hourm
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
should be at least 8th level when they embark on this journey. Lower-level characters can survive the Caves of Hunger if they’re cautious and rest often to regain their spent hit points and magic. The
characters must use the “Rime of the Frostmaiden” to open a crack in the glacial wall at a place where a waterfall once tumbled down the glacier. The newly formed passage leads to the Caves of Hunger