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Returning 6 results for '21 down shot'.
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21 down slot
21 down slots
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
alchemist’s fire. One well-aimed shot could cause her to explode. Better to slip aboard and dispatch the mutineers in close combat.”
Gargenhale is not lying about the danger posed by the alchemist’s
marked with a stenciled green flame). A keg of alchemist’s fire lobbed at a creature or an object deals 21 (6d6) fire damage on a hit. Further, the target is set ablaze and takes the damage again every
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
devil has a set of Dimensional Shackles hanging from its belt and might use them on an incapacitated enemy. 7: Talons This cavernous chamber smells like an animal’s den. Two talon beasts (see chapter 21
Cards.
The starlight glow is a conduit to a living star (see the “Variant: Servants of Living Stars” sidebar in chapter 21 for examples). A creature that spends 10 minutes concentrating on the glow
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
can shoot down a flying fruit by hitting it with a ranged attack roll; each fruit has Armor Class 18. Once plucked from the air or shot down, a flying fruit becomes inanimate. A creature that eats a
explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours. Flame Storm. Sooty thunderclouds shot through with red and
operate like long tunnels, and a creature that travels on an unearthly road progresses 21 miles of distance in the time it would normally take it to travel 1 mile. While on the road, glimpses of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
door hides a cache of 30 ep, 60 gp, and 21 pp. The guard wears a gemmed brooch (worth 100 gp) on his cloak. 8. Secret Room This place, pitch dark, is the lair of seven wererats. If the encounter is
first tier is black stone shot through with veins of violet. A great drum of blackened skin and chitinous material rests on the western side of the first tier. On the eastern side is a rack from which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, everyone within 10 feet of the box must make a DC 15 Dexterity saving throw, which the reader makes with disadvantage. A creature takes 21 (6d6) force damage on a failed saving throw and half as
and be knocked prone. This ruined chamber has tapestries and paintings that have been slashed and are shot through with black mold. The fine furnishings and cushions are rotted through and crumbling