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Returning 35 results for 'balor being diffusing certain releases'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a DC 11 Wisdom saving throw or have the charmed
smaller creature, the horror can choose to deal no damage; instead, the target has the prone condition, and the horror can pull the target up to 5 feet toward itself.No one is certain of the true
magic-items
the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.):
Time. When the
disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect.
Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a
magic-items
the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.):
Time. When the
disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect.
Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a
magic-items
the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.):
Time. When the
disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect.
Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a
magic-items
the following triggers, or with a more complex trigger of the creator’s choosing (e.g. to detonate when a certain word is spoken, when a specific object comes within range, etc.):
Time. When the
disk is activated, the user can set a time delay of up to 10 minutes before it releases its effect.
Proximity. 30 seconds after the disk is activated, it can trigger when someone comes within a
Monsters
Fizban's Treasury of Dragons
gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8);{"diceNotation
an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before
Monsters
Fizban's Treasury of Dragons
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Singularity Breath"}. The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot
adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
A cult devoted to a Great Old One of the Far Realm
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
Monsters
Fizban's Treasury of Dragons
Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
Monsters
Fizban's Treasury of Dragons
dragon uses Psychic Step or Spellcasting.
Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Contains an imprisoned creature 60–62 Locks or unlocks exits 63–65 Offers a game of chance, with the promise of a reward or valuable information 66–68 Helps or harms certain types of creatures 69–71 Casts
polymorph on the characters (lasts 1 hour) 72–75 Presents a puzzle or riddle 76–78 Prevents movement 79–81 Releases coins, false coins, gems, false gems, a magic item, or a map 82–84 Releases, summons
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Contains an imprisoned creature 60–62 Locks or unlocks exits 63–65 Offers a game of chance, with the promise of a reward or valuable information 66–68 Helps or harms certain types of creatures 69–71 Casts
polymorph on the characters (lasts 1 hour) 72–75 Presents a puzzle or riddle 76–78 Prevents movement 79–81 Releases coins, false coins, gems, false gems, a magic item, or a map 82–84 Releases, summons
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Contains an imprisoned creature 60–62 Locks or unlocks exits 63–65 Offers a game of chance, with the promise of a reward or valuable information 66–68 Helps or harms certain types of creatures 69–71 Casts
polymorph on the characters (lasts 1 hour) 72–75 Presents a puzzle or riddle 76–78 Prevents movement 79–81 Releases coins, false coins, gems, false gems, a magic item, or a map 82–84 Releases, summons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall. (Halaster artfully placed the skeleton here to help adventurers find the secret door to area 3.)
The carvings on the north wall of area 2a depict (from east to west) a balor, a barlgura, a chasme
loudly as it hits the floor.
Warning. The words “Certain death this way!” are carved in Common on the southeast wall, with an arrow pointing toward the southern exit.
The bugbears detect the approach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall. (Halaster artfully placed the skeleton here to help adventurers find the secret door to area 3.)
The carvings on the north wall of area 2a depict (from east to west) a balor, a barlgura, a chasme
loudly as it hits the floor.
Warning. The words “Certain death this way!” are carved in Common on the southeast wall, with an arrow pointing toward the southern exit.
The bugbears detect the approach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall. (Halaster artfully placed the skeleton here to help adventurers find the secret door to area 3.)
The carvings on the north wall of area 2a depict (from east to west) a balor, a barlgura, a chasme
loudly as it hits the floor.
Warning. The words “Certain death this way!” are carved in Common on the southeast wall, with an arrow pointing toward the southern exit.
The bugbears detect the approach
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Subclass A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Fiend Patron subclass. Fiend Patron
; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Subclass A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Fiend Patron subclass. Fiend Patron
; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Subclass A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Fiend Patron subclass. Fiend Patron
; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Sweettooth Horror “I smell frosting. Ready your weapons!”
—Greta, scourge of Sweettooth
Slawomir Maniak No one is certain of the true origin of Sweettooth Village. This eerie, abandoned town
Languages —
Challenge 4 (1,100 XP) Proficiency Bonus +2
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
extinguished. They will thus be cast back into the Abyss, as effectively as if they had been banished.
“The ritual needs certain components to produce the talisman that will draw the demons. Then a rite to
goristro, to reach and influence the hearts of other demons. Thirteen timmasks, also known as “devil’s mushrooms,” sprouted from the footprint of a marilith, a balor, or a goristro — a lure to draw demons
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Sweettooth Horror “I smell frosting. Ready your weapons!”
—Greta, scourge of Sweettooth
Slawomir Maniak No one is certain of the true origin of Sweettooth Village. This eerie, abandoned town
Languages —
Challenge 4 (1,100 XP) Proficiency Bonus +2
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
extinguished. They will thus be cast back into the Abyss, as effectively as if they had been banished.
“The ritual needs certain components to produce the talisman that will draw the demons. Then a rite to
goristro, to reach and influence the hearts of other demons. Thirteen timmasks, also known as “devil’s mushrooms,” sprouted from the footprint of a marilith, a balor, or a goristro — a lure to draw demons
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Sweettooth Horror “I smell frosting. Ready your weapons!”
—Greta, scourge of Sweettooth
Slawomir Maniak No one is certain of the true origin of Sweettooth Village. This eerie, abandoned town
Languages —
Challenge 4 (1,100 XP) Proficiency Bonus +2
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
extinguished. They will thus be cast back into the Abyss, as effectively as if they had been banished.
“The ritual needs certain components to produce the talisman that will draw the demons. Then a rite to
goristro, to reach and influence the hearts of other demons. Thirteen timmasks, also known as “devil’s mushrooms,” sprouted from the footprint of a marilith, a balor, or a goristro — a lure to draw demons
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock Subclasses A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Archfey Patron, Celestial Patron
have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
Archfey Spells Warlock Level Spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
balor’s Fire Aura deals 10 fire damage to any creature that hits the balor with a melee attack. The aura also deals 10 fire damage to all creatures within 5 feet of the balor at the start of each of the
balor’s turns. If you assume that one character in the party is within 5 feet of the balor at all times, hitting it with a melee weapon every round, then the balor’s damage output per round increases by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
balor’s Fire Aura deals 10 fire damage to any creature that hits the balor with a melee attack. The aura also deals 10 fire damage to all creatures within 5 feet of the balor at the start of each of the
balor’s turns. If you assume that one character in the party is within 5 feet of the balor at all times, hitting it with a melee weapon every round, then the balor’s damage output per round increases by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock Subclasses A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Archfey Patron, Celestial Patron
have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
Archfey Spells Warlock Level Spells
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
balor’s Fire Aura deals 10 fire damage to any creature that hits the balor with a melee attack. The aura also deals 10 fire damage to all creatures within 5 feet of the balor at the start of each of the
balor’s turns. If you assume that one character in the party is within 5 feet of the balor at all times, hitting it with a melee weapon every round, then the balor’s damage output per round increases by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock Subclasses A Warlock subclass is a specialization that grants you features at certain Warlock levels, as specified in the subclass. This section presents the Archfey Patron, Celestial Patron
have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.
Archfey Spells Warlock Level Spells
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
materializes next to the altar and tries to possess the nearest humanoid creature. If it succeeds, the ghost uses its host to open the secret door, then releases its host and shifts into the Ethereal
behind the south curtain opens only when certain conditions are met (see below).
A character who examines a curtain and succeeds on a DC 19 Wisdom (Perception) check notices the slightly darker
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
materializes next to the altar and tries to possess the nearest humanoid creature. If it succeeds, the ghost uses its host to open the secret door, then releases its host and shifts into the Ethereal
behind the south curtain opens only when certain conditions are met (see below).
A character who examines a curtain and succeeds on a DC 19 Wisdom (Perception) check notices the slightly darker
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
materializes next to the altar and tries to possess the nearest humanoid creature. If it succeeds, the ghost uses its host to open the secret door, then releases its host and shifts into the Ethereal
behind the south curtain opens only when certain conditions are met (see below).
A character who examines a curtain and succeeds on a DC 19 Wisdom (Perception) check notices the slightly darker






