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Returning 35 results for 'dim interior are barrier'.
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Spells
Player’s Handbook
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Monsters
Spelljammer: Adventures in Space
Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit
esthetic contains enough interior space to comfortably accommodate its reigar host and up to six Medium passengers. Access is gained through a hatch that the reigar (and no one else) can open or close
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
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored
with a shaft of dim sunlight.
Lair Actions
As they are presented in the Monster Manual, dragon turtles don’t have access to lair actions while in their lairs. At your discretion, you can give
Spells
Xanathar's Guide to Everything
the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The
spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
lit during the day and dimly lit at night. Torches are mounted along the keep’s interior walls, but they aren’t lit. Scrying Barrier. Before putting his necromantic plans in motion, Gremorly placed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Entering Landro The invisible barrier described in the “Landro Features” section below makes it impossible to enter the colossus via typical means. The barrier is damaged in three places, allowing
ingress via paths along Mount Ironrot into areas L5, area L11, and area L16 of the colossus. Map 4.3 includes a side view of Landro and the paths that lead into the colossus’s interior. The easiest way
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
before the structure collapses completely. Doors Interior doors are made of wood reinforced with iron bands. They have neither locks nor keyholes. It takes a successful DC 15 Strength check to break down a
through the arrow slits around the castle. During the day, this provides dim light in most areas. At night, all areas of the castle are dark. Walls The castle’s thickest walls are 5 feet thick, with
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
spilling in from outside. At night, torches along the interior walls cast Dim Light. Rubble. As shown on the map, areas of rubble are Difficult Terrain and can provide cover. Stone Construction. The
of combat in one area don’t alert cultists in other areas. Doors. The interior doors are made of wood and are unlocked. Light. During the day, the interior spaces are illuminated with Bright Light
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
comfortable-looking building, its gleaming wooden exterior carved in overlapping Strixhaven star motifs. The interior is dim and cozy (if loud), featuring rich mahogany floors and well-worn furniture
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
House Interior The house’s interior is dilapidated and damp, with patches of harmless mold everywhere. The woodwork is generally rotten, cobwebs and dust are thick, and rubbish is scattered
are broken, and all are easy to open. Unless otherwise noted, illumination is bright during the day on the ground floor and the floor above it. In the attic, due to various holes in the roof, the light is dim but adequate, leaving plenty of dark shadows in corners.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Interior Doors. The interior doors are closed and locked, with the exception of the privies in area V15. A character can use an action to try to unlock a door using thieves’ tools, doing so with a
lit with continual flame spells placed on sconces. The grand entrance (area V1), Prehistoric Predators exhibit (area V12), basement (area V16), and attic (area V17) are areas of dim light. Guards in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
filters through the arrow slits around the castle. During the day, this provides dim light in most areas. At night, all areas are dark. Walls. Exterior walls and load-bearing interior walls are 5 feet
the structure collapses completely. Ceilings. Ceilings are 15 feet high unless noted otherwise. Doors. Interior doors are made of wood reinforced with iron bands. They have neither locks nor keyholes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
lit by natural light alone. During the day, bright light fills the exterior areas and dim light fills the interior rooms. At night, all areas are in darkness. Area descriptions assume the characters have a light source or some other means of seeing in the dark.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
can’t destroy it. The barrier is broken in compromised sections of Landro (areas L5, area L11, and area L16). Lighting Landro’s interior areas and the adjoining caves are dark. Area descriptions
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Master’s Guide. Illumination Lava bathes the outer areas of the hold in dim light even on starless nights, while most of the hold’s interior areas are dimly lit by braziers of glowing coals
General Features The following features are common throughout Brimstone Hold. Ceilings Interior areas have 15-foot-high ceilings, except in areas B22 and area B25–area B29, where the ceilings are 30
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Bright Light in interior rooms. Sunlight entering the cave mouth during the day casts Dim Light through cave areas in the upper level. Caves in the lower level are in Darkness; descriptions assume the
resemble tiles. Because the monks encourage inhabitants to focus on inner peace rather than outer beauty, the monastery’s construction is simple and its interior decoration sparse. Other features are
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->Dragons of Stormwreck Isle
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ceilings just six feet high. Creatures taller than this height must stoop to get around.
Light. The lower decks are lit by oil lamps that burn with eerie green flames. These cast dim light
throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught is imbued with the cursed soul of a death knight. All undead
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and the effects of such spells can’t extend into it. The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior
to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside. The spell ends early if you leave the Emanation or if you cast it again.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grooves allow lava to flow through and illuminate the outpost’s interior with dim blue light. The mining tunnels are dark unless otherwise noted. Tunnels Galore!
Map 5.5 and the corresponding location
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
lamps that burn with eerie green flames. These cast dim light throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit.
Spelljamming. The esthetic has the properties of a spelljamming helm (see the Astral
esthetic contains enough interior space to comfortably accommodate its reigar host and up to six Medium passengers. Access is gained through a hatch that the reigar (and no one else) can open or close
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
entrances and through cracks in the plank walls, filling the area with dim light. The rest of the guildhouse complex is filled with bright light during the day, either from lanterns or the sun. At night
interior walls are plastered lath, making them relatively soundproof. The basement walls are made of clay bricks braced at regular intervals by thick, rough-cut wooden beams. Windows Most of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
interior stone surfaces of the lair. These crystals resonate with the dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals. Map 5.1
and slightly damp. Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius. Chimneys. Two chimneys connect the main
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
it is when the characters arrive. At that time, four Feathergale Knights and their giant vulture mounts are away until that evening’s feast (see the “Knight’s Quest” section).
Doors. Interior doors
. Due to its many windows, Feathergale Spire is brightly lit during the day and dimly lit at night. With the reinforced shutters closed, the light becomes dim during the day and dark at night.
Locks
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tower.
Light. The cavern outside the tower is dark, for the inhabitants of Araj require no light. Inside the tower, occasional driftglobes shed dim light, with the rest of the place in darkness
.
Guards and Wards.The interior of the tower is under the effect of a permanent guards and wards spell to thwart intruders. Vizeran suspends the spell’s effects for his guests, allowing them to enter
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
22. Cloud Giant Tower This 70-foot-tall tower has a parapet rooftop, two unlocked doors at ground level, and no windows. The tower interior is split into two levels, each with a 30-foot-high ceiling
. A staircase of chiseled ice hugs the interior wall, connecting both levels. Unless the characters take strides to conceal their approach, the ogres on the roof spot them. Tower Rooftop Three ogres
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Cloud Giant Tower This 70-foot-tall tower has a parapet rooftop, two unlocked doors at ground level, and no windows. The tower interior is split into two levels, each with a 30-foot-high ceiling
. A staircase of chiseled ice hugs the interior wall. Unless the characters take strides to conceal their approach, the ogres on the roof spot them. Tower Rooftop Three ogres guard the tower rooftop






