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Returning 17 results for 'dim inhabits are barrier'.
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Monsters
Curse of Strahd
destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
Rejuvenation. When Vladimir body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse
it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim
Magic Items
Waterdeep: Dragon Heist
defense against the axe, which passes through that spell’s barrier of magical force.
When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6
radius and dim light for an additional 30 feet.
Sentience. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision
Monsters
The Book of Many Things
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
creatures when viewed from the corner of the eye or through dim light or fog.
Gathered Knowledge. Within the lair, creatures have advantage on ability checks made to discover or recall information
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
chapter). The most dangerous places include those described below. Barrier Peaks. These forbidding highlands are home to strange monsters. “Expedition to the Barrier Peaks,” an adventure in Quests from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell’s barrier of magical force. When you hit a fiend or an undead with the axe, cold blue
glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Sentience. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
level’s map. Security Mechanism. Between each pair of floors is a metal aperture with a barrier that prevents a creature from traveling to floors it isn’t authorized to access. If a creature doesn’t
must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of exhaustion. While this exhaustion persists, the creature emits a green-hued dim light in a 5-foot radius
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
bright light in a 15-foot radius and dim light for an additional 15 feet.)
Corpses. The banshees recently finished off a pair of adventurers, leaving their corpses to rot in the squares marked X on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
carved into the western stairs babble when a character steps on them. That character feels too weak to continue, and sits down until helped away from the stairs. The eastern stairs are shrouded in dim
them is a potion bottle, but an invisible barrier prevents anyone from touching it. A glyph is etched into the side of the pillar just below the bottle. One more time the couatl speaks, its voice now
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aboleth. These crystals give off dim light that fills the cave. A detect magic spell or similar effect reveals an aura of divination magic radiating from the mosaic. A creature that takes a short or long
reveals an aura of enchantment magic emanating from the statue. Every night at midnight the statue sheds bright green light in a 20-foot radius and dim light for another 20 feet for 4 hours. A creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
warning or threatens to reveal one of the character’s secrets. 16–20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light. 21–25
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
which magic items you carry.
68
As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
scintillating fish with gemlike scales inhabits this streamlet and its pool. The fish use the swarm of quippers stat block but shed dim light in a 10-foot radius. The fish are indifferent toward the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
. Tracks for the ore carts descend around the walls of the pit in a clockwise fashion. Enough daylight filters through the mine opening to create dim illumination to the bottom of the shaft. The kobolds
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Ship Locations The following areas are identified on map 2.3. Map 2.3: Sea Ghost View Player Version 1. Main Deck Though the light is dim at best, you can see details of the ship’s main deck. In the
and have a way to communicate with him, the elf provides the following information.
How He Became Imprisoned. Oceanus is a member of the tribe of Manaan, which inhabits an undersea settlement about
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of long-dead diners. This level of the ship contains three dining rooms. S4a: Southeast Dining Room. A long-shattered skylight in the ceiling of this room is open to the Barrier Peaks. The room
. If a button is subsequently pressed, the machine dispenses the product for that selection’s number, as shown on the Vending Machine Options table. The buttons then dim, and the product arrives in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats






