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Returning 3 results for 'ejects requiring'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
takes 5 (1d10) Acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off (requiring an action) or destroyed. Against wood or metal, green slime
(Levels 1–4) or Nuisance Hazard (Levels 5–10) Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot Cube. Any creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
with a particularly virulent form of mold. A character can identify the threat with a successful DC 10 Intelligence (Nature) or Wisdom (Survival) check. If either skeleton is touched, the mold ejects a
in the prison (see area 34). A character can pick the lock with thieves’ tools and a successful DC 18 Dexterity check. Breaking the door down is very difficult, requiring a successful DC 25 Strength check. On the other side of the door is a steep staircase that leads up to area 35 in the Foundry.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to the edge of that chamber so that it points down Landro’s throat. As soon as a character is halfway up this area, Glaive activates the weapon, which ejects a jet of water in a 60-foot line. Any
suppresses the magic for 1 minute, during which time the piece can be touched and removed without requiring creatures to make a saving throw. When the piece is removed, the four defense sentinels attack