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Returning 35 results for 'walls while'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
High Walls Sharn’s neighborhood of High Walls in Lower Tavick’s Landing is a district mostly enclosed by walls. All of the bridges from other districts to High Walls have massive, magically warded
the characters arrive in the district, read or paraphrase the following boxed text to the players: The stench of body odor, garbage, and tobacco mix together in the streets. High walls cut this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
High Walls Sharn’s neighborhood of High Walls in Lower Tavick’s Landing is a district mostly enclosed by walls. All of the bridges from other districts to High Walls have massive, magically warded
the characters arrive in the district, read or paraphrase the following boxed text to the players: The stench of body odor, garbage, and tobacco mix together in the streets. High walls cut this
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ceilings, Lighting, and Walls Ceilings in the Donjon Sphere are 10 feet high. Magic panels in the ceiling radiate dim light. The walls, which contain most of the sphere’s machinery, are covered in panels of smooth, invulnerable metal sheeting.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Beyond the City Walls Mike Schley City of Greyhawk and Environs View Player Version The City of Greyhawk and Environs map shows the lands around the Free City of Greyhawk. Locations on the map are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Walls of Ravenloft Refer to map 2 of the castle for areas K1 through K6. Map 2: Walls of Ravenloft
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Ceilings, Lighting, and Walls Ceilings in the Donjon Sphere are 10 feet high. Magic panels in the ceiling radiate dim light. The walls, which contain most of the sphere’s machinery, are covered in panels of smooth, invulnerable metal sheeting.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Walls of Ravenloft Refer to map 2 of the castle for areas K1 through K6. Map 2: Walls of Ravenloft
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Beyond the City Walls Mike Schley City of Greyhawk and Environs View Player Version The City of Greyhawk and Environs map shows the lands around the Free City of Greyhawk. Locations on the map are
Spells
Player’s Handbook
contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the
Magic Items
Dungeon Master’s Guide (2024)
tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and
Magic Items
Dungeon Master’s Guide (2024)
terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
Spells
Player’s Handbook
the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next
Spells
Player’s Handbook
the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely
Monsters
Fizban's Treasury of Dragons
honeycombs of hidden passages, deceptively thin walls, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no
without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls
’t use the same effect two rounds in a row:
Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where
Monsters
Waterdeep: Dragon Heist
which has been converted into a greenhouse. Its translucent glass walls allow anyone on the street to see the rainbow of flowers blossoming within.
Fala Lefaliir is an outgoing wood elf with long, braided
Monsters
Dragonlance: Shadow of the Dragon Queen
Bound Haunting. Caradoc’s spirit is bound to Dargaard Keep. At the start of his turn, if he’s outside the keep’s walls and not possessing a creature using his Possession action, he
’s swiftly pulled back if caught beyond its walls without a host.
Personality Trait. “I might be dead, but there’s no reason I can’t live it up a little.”
Ideal. &ldquo
Equipment
Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant
Spells
Xanathar's Guide to Everything
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Monsters
Planescape: Adventures in the Multiverse
ash.Doom lords are the highest-ranking members of the Doomguard, embodying the multiverse’s inevitable collapse into dust. Doom lords’ mere presence snuffs the life from weaker foes, and the stoutest walls crumble before them.Necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
Fizban's Treasury of Dragons
older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls
open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair
Monsters
Van Richten’s Guide to Ravenloft
Behavior table to see how such swarms might manifest.
Swarm Behavior
d4
Behavior
1
Crawls on walls in a vaguely bipedal shape
2
Makes skittering noises that sound like
Monsters
Van Richten’s Guide to Ravenloft
manifest.
Swarm Behavior
d4
Behavior
1
Crawls on walls in a vaguely bipedal shape
2
Makes skittering noises that sound like whispered chanting
3
Skeletal visages, giant
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Hollow’s Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and
’t use the same effect two rounds in a row:
Fraz-Urb’luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.
A frost salamander that
Monsters
Icewind Dale: Rime of the Frostmaiden
shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish
Monsters
Mordenkainen Presents: Monsters of the Multiverse
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
Van Richten’s Guide to Ravenloft
gave them life as they infest the walls of spellcasters’ homes or the surrounding lands.
Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of
Monsters
Van Richten’s Guide to Ravenloft
, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters’ homes or the surrounding lands
Monsters
Adventure Atlas: The Mortuary
skitter along steep inclines, walls, and ceilings, and the coffin’s spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden
Monsters
Out of the Abyss
initiative count 20 on the next round.
Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.
A choker’s usual