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                        Returning 35 results for 'destroys into are beyond'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     protectors who donât understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who
                                                
                                            
                                                
                                                     creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive
                                                
                                            
                                                
                                                     dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     other nature protectors who donât understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
                                                
                                            
                                                
                                                     destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the ire of druids and other nature protectors who donât understand the dragonsâ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
                                                
                                            
                                                
                                                     information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thievesâ tools.
Ring. A rare or rarer magic ring appears
                                                
                                            
                                                
                                                     spellcasting ability (your choice).
Tower. Draw two additional cards beyond your declared number of draws. The magic of these cards doesnât immediately take effect; instead, choose one of the two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     flying fortress, except that itâs not making any strange noises beyond a low, barely audible hum. This device keeps the flying fortress aloft and level. Encasing the giant bell in an antimagic field or
                                                
                                            
                                                
                                                     destroys it. Any creature aboard the flying fortress when it crashes takes 70 (20d6) bludgeoning damage plus 70 (20d6) fire damage, and falls prone amid the twisted wreckage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , the gates open as they approach, allowing access to the tunnel beyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. Tunnel The tunnel has a 30-foot-high ceiling, and
                                                
                                            
                                                
                                                     spell. Any deep gnome who can see a gem can activate the spell within it by using its action to speak the proper command word. Any attempt to pry a spell gem from the wall destroys the gem. At the north
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the poolâs surface, a large
                                                
                                            
                                                
                                                     also disarms the lockâs magical trap, allowing the chest to be opened safely. If the check fails, the demon skull bites down on the thievesâ tools and destroys them. If the check fails by 5 or more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances
                                                
                                            
                                                
                                                    )
 
  CON
 15 (+2)
 
  INT
 6 (â2)
 
  WIS
 10 (+0)
 
  CHA
 4 (â3)
Skills Acrobatics +5, Perception +4
 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     of 30 feet, and the ability to hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. The staffâs alignment is neutral evil. It can speak and understand Common. It has the
                                                
                                            
                                                
                                                     following ability scores: Strength 12, Dexterity 12, Constitution 10, Intelligence 18, Wisdom 14, Charisma 10. Reducing the staff to 0 hit points destroys it. The staff is friendly toward Ezzat and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
                                                
                                            
                                                
                                                     trouble, direct taxes can also be imposed: A fire tax (usually 1 dragon per household), levied whenever a fire destroys a large portion of the city A wall tax or harbor tax (usually 1 dragon per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    -Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
                                                
                                            
                                                
                                                     last commands, seeks revenge for its creatorâs death, or destroys itself. Construct Nature. A scarecrow doesnât require air, food, drink, or sleep. Scarecrow
 Medium construct, chaotic evil
 Armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in area V7. The wooden chest in area V7 (as well as the severed head
                                                
                                            
                                                
                                                     attacking them. The dragon disappears if it is reduced to 0 hit points or if the characters open the door. Vestibule Beyond the door is a 5-foot-square vestibule with a tattered curtain that conceals area V4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature
                                                
                                            
                                                
                                                     cold, fire, or radiant damage destroys a patch of green slime. Webs Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     following the river of ooze. Urm is lazy and selfish, inclined not to help characters beyond what it must do to satisfy the terms of its geas spell. It is familiar with the dangers lurking in the Caverns of
                                                
                                            
                                                
                                                     moved with a telekinesis spell or similar magic. Casting a disintegrate spell on the orb destroys it and stops the flow of ooze into the cavern. Other spells have no effect on the orb. Creatures and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     east wall, beyond which is a smoothly carved tunnel leading to area 16a. The door is sealed with a Qualith lock (see âQualith Door Locksâ). The neothelid is always hungry and tries to devour any
                                                
                                            
                                                
                                                     spell cast on a wall destroys it for 1 minute, after which the psionic force generator in area 16c resummons the wall. 8b. Standing Gate to Level 19 In the middle of this otherwise empty cave is a pair of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the sea, theyâre not bound to the deep. Following their inherent curiosity, some tritons venture beyond the waves, seeking to explore a whole world of wonders beyond their own. (RYAN PANCOAST) Born of
                                                
                                            
                                                
                                                     of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     overhead.
 A detect magic spell or similar magic reveals an aura of necromancy around the ring of thrones and extending 10 feet beyond the outer edge of the ring. While in this area, creatures that do
                                                
                                            
                                                
                                                     wyrm (dragon). When the proper ingredients are placed inside one, magical fire fills the brazier. This fire destroys the brazierâs nonmagical contents and burns for 1 hour. Only while all six braziers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     poisoning the soil where it grew destroys these filaments and prevents the plant from reappearing. Bodytaker Plant
 Huge Plant
 Armor Class 16 (natural armor)
 Hit Points 92 (8d12 + 40)
 Speed 10
                                                
                                            
                                                
                                                    
 Condition Immunities blinded, charmed, frightened, prone
 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
 Languages Deep Speech, telepathy 120 ft.
 Challenge 7 (2,900 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     in a city, they might deal with the threat by starting a fire that not only destroys the cult but burns through several neighborhoods and kills hundreds of innocents. A demon might unleash a plague
                                                
                                            
                                                
                                                     devils extended a tenacious defense out to the planes beyond Avernus, they could keep the demons away from Hellâs doorstep, but such a strategy would place a great strain on supplies, reinforcements, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     itself. Beyond that, it canât move. A creature aware of the slimeâs presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. A creature that comes in contact with green slime
                                                
                                            
                                                
                                                     deals 11 (2d10) Acid damage each round, and any nonmagical wood or metal item used to scrape off the green slime is destroyed. Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     Paladineâs power. Extinguishing the flames destroys the brazier, as detailed below. Scaffold. The scaffold surrounding the brazier rises 10 feet off the ground. Stairs to the west and east climb to
                                                
                                            
                                                
                                                     interior of the temple and the dark clouds surrounding the flying island beyond. Overlooking the violet flame at the templeâs heart below, this chamber holds a crude throne made of broken marble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     falls to the ground below, taking 14 (4d6) bludgeoning damage in either event. When the characters reach the bottom, they see an open archway at the base of the stairs. Beyond this archway lies area H2
                                                
                                            
                                                
                                                     destroyed. Opening the Door. Generations of the havenâs scholars bound themselves to defend the site beyond death. Three stone golems and a number of undead scholars (now mummies) protect the site, held in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     charactersâ exploration of this level. Most light sources donât illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many
                                                
                                            
                                                
                                                    . The cave beyond is long and low, with an uneven ceiling about ten feet high. In the southern end of the room, an enormous white-scaled lizard lunges and snaps, but you can see that a sturdy chain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     cave stretches out 30 feet above the floor. A short tunnel leads from the ledge to the river beyond. The waterâs surface is 40 feet below the tunnelâs exit. L4: Littered Cave This small cave is
                                                
                                            
                                                
                                                     of the disturbance. The swarms extinguish any nonmagical light sources they come within 5 feet of with a flurry of buffeting wings. Whenever a creature destroys a swarm, a new swarm immediately forms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     stalactites, waiting to fall on one of the characters. Tunnel Ledge. A ledge on the north wall of the cave stretches out 30 feet above the floor. A short tunnel leads from the ledge to the river beyond. The
                                                
                                            
                                                
                                                     sources they come within 5 feet of with a flurry of buffeting wings. Whenever a creature destroys a swarm, a new swarm immediately forms in an unoccupied space within 15 feet of the creature. The new
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     quarry is just beyond the crystal cave (area C6). The caveâs oracular power is similar to a Divination spell. A creature that makes a selfish or destructive request causes thunderous reprimands to
                                                
                                            
                                                
                                                     minute. Spells. Magic offers the following solutions: Control Water parts or raises the waterfall for the spellâs duration. Create or Destroy Water cast to destroy part of the waterfall destroys a 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     nonfunctional unless the power core is fixed, which is beyond the ceremorphsâ capability. N4. Battle Deck This middle deck has an open cowl. Mounted to the deck is a forward-facing ballista. The walls are lined
                                                
                                            
                                                
                                                     to 0 hit points or tearing it from the wall destroys it. Crystal Sphere. The crystal sphere is a cryogenic stasis pod, identical to the ones in area N3 and similarly nonfunctional. Worktable. Amid the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     have their properties suppressed. You draw no more cards. The chains are immune to damage and canât be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys
                                                
                                            
                                                
                                                     additional cards beyond your declared number of draws. The magic of these cards doesnât immediately take effect; instead, choose one of the two additional cards to keep, returning the other to the deck
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     destroys it. When the globe is destroyed or leaves this cave, another one rises up out of the water to take its place. P2. Plunging Passage The current moves swiftly toward a small, rocky island that
                                                
                                            
                                                
                                                     before plunging into the cavernous darkness beyond. Tall, slime-covered columns ascend from the foul water. Each one is decorated with a mosaic depicting elves, dwarves, humans, and other races descending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     black with age beyond mortal reason. She stares into four glowing crystal balls, her serpentine face curled into a wicked scowl around a humanoid femur bone poking out between her teeth. Attacking such a
                                                
                                            
                                                
                                                     can destroy the wall in the following ways: A character who casts the disintegrate spell destroys the wall. If the statues of Dove Falconhand (in area C8), Storm Silverhand (in area C8), and Laeral
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     covered in green velvet. To one side of the hall is a stage where three harpists play, surrounded by a lounge with comfortable chairs and small tables. Beyond that is the bar, and a door presumably
                                                
                                            
                                                
                                                     thought to enter my palace and rob me, did you? Letâs make it interesting, then. See if you can convince me to spare you before my clockwork pet destroys you all!â The lich laughs as the clockwork
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , to serve as guards on the tribeâs most distant borders or as hunters that wander beyond those borders. As such, the stone giants that are first encountered by outsiders are almost always the least
                                                
                                            
                                                
                                                     person against a giant can bring furious retribution down on an entire community. A storm giant that destroys a town and kills innocents in a fit of rage is likely to regret it afterward and might offer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , giving off violet light. On the east side, these crystals form a distinct doorway or gate, beyond which the floor slopes downward. Two huge bedrolls and barrels full of provisions are in the southern
                                                
                                            
                                                
                                                     (Religion) check to identify this obscure deity. The âcrystalâ is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Puzzle, beyond which hides the Key. But the lock itself lies beneath your first steps.â 15: Rogue This massive chamber is dotted with thick, irregular columns of stacked cards, which make it difficult to
                                                
                                            
                                                
                                                     psychic damage. They can be broken as an action with a successful DC 20 Strength (Athletics) check. They have no locks, but a spell of 3rd level or higher that creates bright light destroys the chains if
                                                
                                            
                                        





