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Returning 35 results for 'moisture some with only alerts from for level'.
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moisture some with only agents from for level
mixture some with only arts from for level
moisture some with only alert from for level
moisture some with only arts from for level
mixture some with only agents from for level
Blight
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8
and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Aboleth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft. one target. Hit: 15 (3d6
Monsters
Tales from the Yawning Portal
only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Tentacle
","rollDamageType":"acid"} acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Cave Features All chambers in the cave complex are hewn from solid rock. Areas L1 through L3 are flooded with seawater, and the walls of these caves are slick with moisture and algae. Area L4 is
above sea level but still damp. Area L5 and the secret passage on the west side of it are dry. Only area L5 is illuminated.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Abi-Dalzim’s Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted
intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Abi-Dalzim’s Horrid Wilting 8th-level necromancy Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous You draw the moisture from every creature in a 30
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alarm 1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted
intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blight 4th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Necromantic energy washes over a creature of your choice that you can see within range
, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Precipice The sloping tunnel from level 7 ends 20 feet above the marshy ground of area 2. Humidity. The walls and floor of the tunnel drip with moisture from the humidity, and buzzing insects are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alarm Level 1 Abjuration (Ranger, Wizard) Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S, M (a bell and silver wire)
Duration: 8 hours
You set an alarm against intrusion
. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. Boulderfall Hall The ceiling in this hall is 60 feet high, sloping down to 40 feet as it moves toward area 2. Although the ceiling remains level heading eastward, its distance from the floor
light and heat like a normal torch, and it burns until smothered. If a sconce is taken from its niche, it loses its magic forever. Lighting a sconce in this hall alerts the berserkers in area 4, who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
of this dark room are slick with moisture and set with colorful stones, starfish, shells, and coral branches. Extruding from the east wall is a stone sculpture of a giant crab, its pincered arms
of the polymorph spell.
Window. The window in the south wall is wide enough for a Small or Medium character to crawl through. It looks out into a flooded sea cave (area 12) and is 25 feet above the water level.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
Secret Doors Normal doors (including double doors) are made of thick, sturdy wood fitted with iron hinges and handles, and protected against moisture by magic. Secret doors are fashioned of the same
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forges that furnish weapons and armor for the Blood War. An army of devils guards Bel’s fortress, and his dark magic alerts him to intruders within its walls. Strangers who venture too close are
by smuggling themselves in with any tribute their ally brings before Bel. Whether the characters smuggle themselves inside, arrive with a letter of introduction, or get taken into custody, they eventually arrive at the lowest level of Bel’s fortress, where Bel lairs.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
according to this broad outline, starting around the time the characters reach level 5. Levels 5–10. Dragonmarked characters come to the attention of a dragon belonging to the Chamber. The dragon sends an
way. Other times, the agent provides helpful advice, useful spells, or even magic items to aid the characters in adventures. Some missions, particularly later in this level range, might feel
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, confident in their rejuvenation. Treasure. Valsyx’s prized possession is a sodden book of riddles on the table. The book is practically illegible due to moisture damage, but an intact spell scroll of
tails. The noisy illusion alerts Valsyx to trouble. If the characters attack rather than participate in the illusion challenge, Charnyz shouts for Valsyx’s aid. Regardless of how Charnyz gets Valsyx’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Fouled Stream Adventure for Level 1 Characters Situation. An alien fungus in a cave is polluting the stream that flows past the village of High Ery. The fungus has spawned vile creatures in and
the stream. The cave’s main features and inhabitants are as follows: Entrance. A Shrieker Fungus just inside the cave entrance alerts the inhabitants to the characters’ arrival. On watch near the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. This grand vault is split into two levels: an egg-shaped upper level with a sheer ledge overlooking a sunken level 30 feet below, where a massive pile of treasure rests beneath an icy glaze. Clinging
tucking in his wings. Once outside, he alerts the rest of the castle, shouting “They’re after the treasure!” in Draconic. Clever characters can lure the dragon into a narrow tunnel where it is unable to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. This grand vault is split into two levels: an egg-shaped upper level with a sheer ledge overlooking a sunken level 30 feet below, where a massive pile of treasure rests beneath an icy glaze. Clinging
tucking in his wings. Once outside, he alerts the rest of the castle, shouting “They’re after the treasure!” in Draconic. Clever characters can lure the dragon into a narrow tunnel where it is unable to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
levels of Undermountain. Rizzeryl has begun haranguing the Xanathar Guild forces on this level with the help of the wererat gang, which hails from Skullport. The drow wizard and the wererats have no
” below).
Rizzeryl likes to be invisible as he engages intruders in conversation, hoping to learn their intentions. Any noise here alerts the wererats in area 14b, who remain hidden until Rizzeryl
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
W8. Courtyard Describe this area to the players as follows: Stone steps lead down to a flagstoned courtyard that has a pillared arcade to the east. Seven windows on the upper level overlook the
Grannoc’s bidding. Sounding the Alarm. Any loud noise in the courtyard alerts the creatures in areas W10 and W18. Roll initiative for these creatures and the vine blights in the well, and have them react
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attack. He then casts spells from the balcony, switching to melee combat when one or more enemies move within his reach. 11a. Lower Level Balcony. A 30-foot-high balcony circles the room. Eight stone
.)
Mirror Gate to Level 12. The mirror’s stone frame is carved with twisting vines, woven into which are the actual skulls of eleven human adventurers killed in Undermountain. Carved into the bottom of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside
a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one target
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. At this height, any significant noise in the shaft alerts the pterafolk in area 4 to the presence of intruders. Level 4. Pinnacle The spire’s pinnacle is flat and roughly 40 feet square. The edges are
ladders mounted to the spire are ancient and crumbling. Each character who ascends a ladder to the next higher level (from the ground to level 1, from level 1 to level 2, and so on) must make a DC 8
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
door can be forced open with a successful DC 20 Strength check, but doing so alerts the Ashen Heir veteran guarding the door in area A2. If the characters knock on the door or otherwise make
characters offer the wrong passphrase, he slams the peephole shut and alerts the other Ashen Heirs in area A2. Windcatcher. A sand-green windcatcher rises from the temple’s roof and directs cool air through
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
similar implements applied with vigor. This undertaking takes 5 minutes, but the noise alerts the smugglers. Two of them are sent to investigate and raise the alarm. The rest of the crew rapidly converge
the others on board below fail to do so — his gaze is fixed at a higher level. If those on the deck below detect the characters’ intrusion, the crew member’s attention is attracted (even if his
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
hatchlings can occupy a single 5-foot space if needed. Due to his hungover state, Mirt is unlikely to participate in this combat (see “Mirt’s Rude Awakening” below). He is a high-level character and
blade from its scabbard and shouts “Ha!”—then accidentally yanks his belt off in the process, causing his breeches to slip down again. Aftermath The sound of battle in Mirt’s quarters alerts the guards
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Reaching the Bottom The swamp beneath the Queen’s Way is presently at a low water level (see “Fluctuating Swamp Waters” earlier in the chapter). As the last character reaches the marshy ground, a
giant crane (use the pteranodon stat block) previously hidden by the fog emerges and takes flight. The giant crane poses no threat, but its sudden movement alerts a band of brigands lurking nearby. After
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reference to other family members, namely Zalthar and Dezmyr, who dwell in Shadowdusk Hold (see level 22) and plan to return to Waterdeep in force, aided by some kind of giant construct that Halaster is
building in Arcturiadoom (level 14). Treasure. Skrianna’s dresser contains ten sets of fine clothes and a set of traveler’s clothes. Her chest, which has a mirror attached to the inside of the lid
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a chain alerts any Morkoth crew members not already engaged in battle. Each chain has AC 20, 10 hit points, and immunity to all damage except bludgeoning, piercing, and slashing damage from adamantine
contains the following spells: 1st level: detect magic, disguise self, identify, mage armor, magic missile, thunderwave
2nd level: darkvision, detect thoughts, mirror image, misty step, suggestion
3rd
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bridge The stairs on each side of the canal climb 10 feet from the quays, so the bridge is 15 feet above the water level. A stone bridge spans the canal in a single elegant arch. Steps on each side
well above the water so that the dwarves who built this level could move large boats and barges freely up and down the canal. C7. Reaver Barracks This old chamber has been furnished with six plain
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
room radiates only dim light unless it is a spell of 3rd level or higher. Wailing. Pervading the chamber is a horrid wailing that has unnerving effects on non-undead creatures that hear it. Such
footlockers that hold worthless personal possessions. Any commotion in the area, or the sounding of the gong, alerts those in the cells. The Red Wizard emerges 1 round later, and the Thayan apprentice comes out






