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Returning 35 results for 'back blowing diffusing chalk religion'.
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Monsters
Lorwyn: First Light
spectral existence in material reality. Each incarnation resembles a saurian behemoth with an axolotl face, a many-frilled tail, and a hulking back covered in bright-orange pustules. In Lorwyn
, transience incarnations embody the changing of seasons and the flowing of rivers. In Shadowmoor, these incarnations embody disease passing through its hosts, or the susurration of fallen leaves blowing
monsters
Icewind Dale: Rime of the Frostmaiden
polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn&rsquo
time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults
Monsters
Fizban's Treasury of Dragons
and is now stuck beneath a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any
plays with a pod of killer whale;killer whales, leaping into the air and blowing clouds of steam each time the whales breach.
Fire
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
Desks. Whenever a creature enters the room
, seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under it for catching chalk dust. Niches under the chalkboard hold brushes and sticks of colored chalk.
Desks. Facing the chalkboard are twelve desks, in three rows of four. Each desk has cast-iron
legs, a sculpted copper seat, and a wooden writing surface gouged with graffiti in various languages.
Hooks. The back wall has a row of stone hooks for hanging cloaks.
21b. South Classroom This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under it for catching chalk dust. Niches under the chalkboard hold brushes and sticks of colored chalk.
Desks. Facing the chalkboard are twelve desks, in three rows of four. Each desk has cast-iron
legs, a sculpted copper seat, and a wooden writing surface gouged with graffiti in various languages.
Hooks. The back wall has a row of stone hooks for hanging cloaks.
21b. South Classroom This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
Desks. Whenever a creature enters the room
, seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
Desks. Whenever a creature enters the room
, seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under it for catching chalk dust. Niches under the chalkboard hold brushes and sticks of colored chalk.
Desks. Facing the chalkboard are twelve desks, in three rows of four. Each desk has cast-iron
legs, a sculpted copper seat, and a wooden writing surface gouged with graffiti in various languages.
Hooks. The back wall has a row of stone hooks for hanging cloaks.
21b. South Classroom This
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table — the last survivors of Varram’s
get it back; and that they are working for the cult on the orders of their lord Zariel, Archduchess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11 — but they will be attacked with glee by the devils when they leave that area.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table — the last survivors of Varram’s
get it back; and that they are working for the cult on the orders of their lord Zariel, Archduchess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11 — but they will be attacked with glee by the devils when they leave that area.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table — the last survivors of Varram’s
get it back; and that they are working for the cult on the orders of their lord Zariel, Archduchess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11 — but they will be attacked with glee by the devils when they leave that area.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table—the last survivors of Varram’s
it back; and that they are working for the cult on the orders of their lord Zariel, Archduchess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11—but they will be attacked with glee by the devils when they leave that area.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table—the last survivors of Varram’s
it back; and that they are working for the cult on the orders of their lord Zariel, Archduchess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11—but they will be attacked with glee by the devils when they leave that area.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
” written in chalk on it. The door down the southern stairs is spiked shut, and has “DANGER” scrawled on it in chalk. Five bearded devils are seated at the marble table—the last survivors of Varram’s
it back; and that they are working for the cult on the orders of their lord Zariel, Archduchess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11—but they will be attacked with glee by the devils when they leave that area.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
doesn’t touch our world). Describe how lonely, dark, and desolate it is, with a cold wind blowing all the time. Let the characters explore a little. Describe sections where the Upside Down touches our
loop back on themselves. None of it makes any sense. When it’s time to move the story forward, introduce the Proud Princess.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
doesn’t touch our world). Describe how lonely, dark, and desolate it is, with a cold wind blowing all the time. Let the characters explore a little. Describe sections where the Upside Down touches our
loop back on themselves. None of it makes any sense. When it’s time to move the story forward, introduce the Proud Princess.
Compendium
- Sources->Dungeons & Dragons->Stranger Things
doesn’t touch our world). Describe how lonely, dark, and desolate it is, with a cold wind blowing all the time. Let the characters explore a little. Describe sections where the Upside Down touches our
loop back on themselves. None of it makes any sense. When it’s time to move the story forward, introduce the Proud Princess.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of wooden cabinets stuffed with disorganized files chronicling the magical exploits of thousands of wizards dating back hundreds of years. Half of the dossiers are so old that they’ve crumbled to dust
, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. The glyph has the secondary effect of blowing out all the glass in the door. The room is empty.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of wooden cabinets stuffed with disorganized files chronicling the magical exploits of thousands of wizards dating back hundreds of years. Half of the dossiers are so old that they’ve crumbled to dust
, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. The glyph has the secondary effect of blowing out all the glass in the door. The room is empty.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of wooden cabinets stuffed with disorganized files chronicling the magical exploits of thousands of wizards dating back hundreds of years. Half of the dossiers are so old that they’ve crumbled to dust
, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. The glyph has the secondary effect of blowing out all the glass in the door. The room is empty.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
outlined in glowing magical chalk. Several dirt ramps, each at least ten feet wide, slope and crisscross dizzyingly.
The straight central lengths of each ramp are elevated to the heights indicated on map
, the vial contains oil of slipperiness. In the east dugout, it’s a potion of climbing. A character who searches a dugout finds the relevant vial tucked underneath a back bench. A5. Bleachers These bleachers rise 30 feet in the air at the back.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
outlined in glowing magical chalk. Several dirt ramps, each at least ten feet wide, slope and crisscross dizzyingly.
The straight central lengths of each ramp are elevated to the heights indicated on map
, the vial contains oil of slipperiness. In the east dugout, it’s a potion of climbing. A character who searches a dugout finds the relevant vial tucked underneath a back bench. A5. Bleachers These bleachers rise 30 feet in the air at the back.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
outlined in glowing magical chalk. Several dirt ramps, each at least ten feet wide, slope and crisscross dizzyingly.
The straight central lengths of each ramp are elevated to the heights indicated on map
, the vial contains oil of slipperiness. In the east dugout, it’s a potion of climbing. A character who searches a dugout finds the relevant vial tucked underneath a back bench. A5. Bleachers These bleachers rise 30 feet in the air at the back.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
the back wall.
Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpse’s severed head lies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
the back wall.
Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpse’s severed head lies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
the back wall.
Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpse’s severed head lies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone frame.
Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
: Shapechanger. The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed






