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Returning 35 results for 'disperse inside are border'.
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disease inside are border
disease inside are bonded
disease inside are borders
disperse inspire are borders
diverse inside are bonded
Monsters
Candlekeep Mysteries
if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Spellcasting. The ghost casts one of the following spells, using Charisma as the spellcasting
Monsters
Curse of Strahd
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
Monsters
Storm King's Thunder
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal
Monsters
Curse of Strahd
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Possession (Recharge 6);{"diceNotation":"1d6","rollType
Monsters
Bigby Presents: Glory of the Giants
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed
energy and doesn’t disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance
Monsters
Curse of Strahd
turn inside an object.
Spectral Armor and Shield. The phantom warrior's AC accounts for its spectral armor and shield.Multiattack. The phantom warrior makes two attacks with its spectral longsword
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
Monsters
Divine Contention
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
.
Etherealness. Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be
Monsters
Dragonlance: Shadow of the Dragon Queen
they were difficult terrain. She takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if she ends her turn inside an
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
Monsters
Eberron: Rising from the Last War
use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
“Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks
Monsters
Quests from the Infinite Staircase
when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall’s area is difficult terrain for a creature that isn’t grappled. The wall sinks
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
Monsters
Spelljammer: Adventures in Space
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
Monsters
Icewind Dale: Rime of the Frostmaiden
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
monsters
Monster Manual
Difficult Terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"Force"} Force damage if it ends its turn inside an
components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on
Ghost
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
don’t work inside the sphere. A creature that attempts to cast a spell or use a magic item or artifact to teleport from the sphere hears a dull fizzing in its head as the effect fails. The exception
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Intelligence of 3 or higher dies inside the Black Cabin, its spirit (if it has one) leaves its body and assumes a spectral form on the Border Ethereal until the creature is brought back from the dead. This
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, exposing the keyhole behind it. When a skeleton key is inserted into its corresponding keyhole and turned clockwise, a tumbler inside the door unlocks. When all five tumblers unlock, the skeleton gate can
emerge from the Border Ethereal and attack them. The hags’ goal is to seize one or more of the skeleton keys, thus preventing the characters from reaching the Soulmonger. If a hag obtains a skeleton key
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil at a Glance Once inside the city, a visitor is greeted by a vast urban tangle of bladed buildings in a wild array of architectural styles. Built within a great ring, the city curves before and
. Sigil is built to the edges of the ring, forming a wall of structures along its border. Anyone who climbs atop this outer wall of buildings can look out over the edge into an empty sky. Few who cross the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cast in the tomb or if its intended destination is inside the tomb. Augury This spell returns false readings if cast in the tomb. Banishing smite Any creature banished by this spell appears in area 57
. Banishment Same as banishing smite. Clairvoyance This spell fails if the sensor is meant to appear inside the tomb. Commune This spell returns no answer if cast in the tomb. Dimension door Same as
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 8: The Village of Krezk The fortified village of Krezk lies near the edge of Strahd’s domain, and the wall of mist that marks the border is clearly visible above the treeline. Yet even here
failed to overthrow Strahd, the abbey became a fortress closed off from the rest of the world. Strahd ruthlessly preyed on the fears of the clerics and nuns holed up inside, but ultimately it was their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
to turn up just about anywhere. Those possibilities are as follows:
Inside the highest hill on the Plains of Iuz
On an island (unmapped) in the Nyr Dyv
In the Bright Desert
At the western
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Waterdeep When the caravan rolls into Waterdeep after two months on the road, most of the merchants disperse to the city’s markets, warehouses, and stables. They’ve reached their destination and the
, some of the cultists visit a large warehouse just inside the northern city gate, where construction supplies are stockpiled for shipment north and where wagons are gathered and loaded for the trip. If
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
between the Material Plane and the Shadowfell is thin, the seeping negative energy drastically alters the ritual’s outcome. The giant’s soul becomes infused with negative energy and doesn’t disperse
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.
Legendary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes as well. Magic that allows transit to the Border Ethereal, such as the
etherealness spell, is the exception to this rule. A creature that enters the Border Ethereal from Undermountain is pulled back into the dungeon upon leaving that plane. Magic that summons creatures or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Waterdeep When the caravan rolls into Waterdeep after two months on the road, most of the merchants disperse to the city’s markets, warehouses, and stables. They’ve reached their destination and the
cultists visit a large warehouse just inside the northern city gate, where construction supplies are stockpiled for shipment north and where wagons are gathered and loaded for the trip. If characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
.
Incorporeal Movement. The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
diameter, supporting the roof above. All archways are 10 feet wide and 10 feet high. Illumination No permanent light sources exist inside the stronghold, since the sahuagin have no need of them. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prone and can’t use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. “Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks. A colossus might be filled with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
routes of several border patrols, as well as the locations of a gnome vale, a hermit’s hut, and a troll cave (detailed in the encounters that follow). Berythrach also knows the approximate location of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. A giant hyena attacks a mastiff near the statue of Zariel (area I2). A hezrou pounds on the door to the temple of Lathander (area I3), trying to force its way inside. Have the players roll
tries to force open the temple doors, doing so with a successful DC 20 Strength (Athletics) check. If the hezrou forces open the doors to the temple, it begins attacking the people inside on its next
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Swarm The leadership of the Golgari has undergone several major changes, but the nature of the swarm makes it easily adaptable to the churn of continuous cycles. Being alive isn’t a
combination of advisory parliament and spy agency. These high chancellors rarely convene publicly, preferring to disperse themselves throughout the swarm to keep information flowing from the nucleus to every
Compendium
- Sources->Dungeons & Dragons->Divine Contention
succeed on a DC 16 Dexterity check using thieves’ tools or force it open as an action with a successful DC 20 Strength (Athletics) check. Inside, a longsword of warning named Auspex is mounted to the
line the chamber’s walls. While the beacon turns, creatures held inside these cells are prevented from taking any form of extradimensional movement, including teleportation or travel to another plane of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Withering
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within
Compendium
- Sources->Dungeons & Dragons->Monster Manual
its turn inside an object.
Actions
Multiattack. The ghost makes two Withering Touch attacks.
Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage.
Etherealness
. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice






