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Returning 35 results for 'barely black defusing could retain'.
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Monsters
Bigby Presents: Glory of the Giants
, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
Monsters
Bigby Presents: Glory of the Giants
ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.
Cinder hulks live in isolated enclaves in fiery
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
races
alabaster white, ebon black, or subtle grays. Some have even grown rudimentary horns, like shadow fey. Their appearance may change further in generations to come—perhaps constantly evolving and even
, the newcomers will often retain naming customs from the mortal lands from whence they originated—if their memories remain—while long-settled umbral human families use an amalgam of naming
Half-Elf
Legacy
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races
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Gnome
Legacy
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races
Basic Rules (2014)
stare, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
unlikely to find the burrows in the first place.
Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The middle-aged innkeeper, Cora Mulphoon (neutral good human commoner), treats her guests like royalty while trying to conceal the fact that she is barely making ends meet. Cora’s Loss. Cora is
one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T8. Stone Bridge The low walls that enclose the stone bridge have fallen away in a couple of places, but the bridge appears intact. A black-cloaked rider on a charcoal-colored horse guards the middle
disperse like ash in the wind. Five hundred feet below the bridge is the Luna River, barely visible through the fog. Though slippery in a few places, the 10-foot-wide, 90-foot-long bridge is safe to cross.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T8. Stone Bridge The low walls that enclose the stone bridge have fallen away in a couple of places, but the bridge appears intact. A black-cloaked rider on a charcoal-colored horse guards the middle
disperse like ash in the wind. Five hundred feet below the bridge is the Luna River, barely visible through the fog. Though slippery in a few places, the 10-foot-wide, 90-foot-long bridge is safe to cross.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The middle-aged innkeeper, Cora Mulphoon (neutral good human commoner), treats her guests like royalty while trying to conceal the fact that she is barely making ends meet. Cora’s Loss. Cora is
one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The middle-aged innkeeper, Cora Mulphoon (neutral good human commoner), treats her guests like royalty while trying to conceal the fact that she is barely making ends meet. Cora’s Loss. Cora is
one afternoon. The speaker was brought back safe and sound, but Huarwar got separated from the others and didn’t find his way home until the following morning. He had frostbite and could barely walk
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T8. Stone Bridge The low walls that enclose the stone bridge have fallen away in a couple of places, but the bridge appears intact. A black-cloaked rider on a charcoal-colored horse guards the middle
disperse like ash in the wind. Five hundred feet below the bridge is the Luna River, barely visible through the fog. Though slippery in a few places, the 10-foot-wide, 90-foot-long bridge is safe to cross.
Lizardfolk
Legacy
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races
Volo's Guide to Monsters
pity. Born into the world lacking stout scales and sharp teeth, it’s a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still
(secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
it is in contact. A paralyzed creature takes the damage again at the start of each of its turns. There is barely enough room for a Medium humanoid to crawl under the crossed polearms and between the statues. Doing so without touching the blades requires a successful DC 10 Dexterity check.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about 15 feet above the floor. The chamber ceilings are about 10 feet above the floor near the walls, but they can be as much as 30 feet high in the middle. Dark Curtains. Clouds of black fog, cold and
weird, phosphorescent lichen — a side effect of the strange magical properties of the area — provides dim light. The lichen is more heavily concentrated in the upper reaches of the large chambers, and just barely visible in the passages. Map 5.1: Fane of the EyeView Player Version
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
it is in contact. A paralyzed creature takes the damage again at the start of each of its turns. There is barely enough room for a Medium humanoid to crawl under the crossed polearms and between the statues. Doing so without touching the blades requires a successful DC 10 Dexterity check.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about 15 feet above the floor. The chamber ceilings are about 10 feet above the floor near the walls, but they can be as much as 30 feet high in the middle. Dark Curtains. Clouds of black fog, cold and
weird, phosphorescent lichen — a side effect of the strange magical properties of the area — provides dim light. The lichen is more heavily concentrated in the upper reaches of the large chambers, and just barely visible in the passages. Map 5.1: Fane of the EyeView Player Version
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about 15 feet above the floor. The chamber ceilings are about 10 feet above the floor near the walls, but they can be as much as 30 feet high in the middle. Dark Curtains. Clouds of black fog, cold and
weird, phosphorescent lichen — a side effect of the strange magical properties of the area — provides dim light. The lichen is more heavily concentrated in the upper reaches of the large chambers, and just barely visible in the passages. Map 5.1: Fane of the EyeView Player Version
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
it is in contact. A paralyzed creature takes the damage again at the start of each of its turns. There is barely enough room for a Medium humanoid to crawl under the crossed polearms and between the statues. Doing so without touching the blades requires a successful DC 10 Dexterity check.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
interest of maintaining the strength of their personal bloodline.
The yuan-ti have abandoned their humanity and consider non-serpentine humanoids to be lesser creatures, barely more civilized than
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
L. Lake Zarovich At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the
to greet him, he tosses the burlap sack into the water, watches it sink, and waits with fishing pole in hand for his reward. Bluto is a hollow shell of a man, barely able to understand his own actions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
L. Lake Zarovich At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the
to greet him, he tosses the burlap sack into the water, watches it sink, and waits with fishing pole in hand for his reward. Bluto is a hollow shell of a man, barely able to understand his own actions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
L. Lake Zarovich At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the
to greet him, he tosses the burlap sack into the water, watches it sink, and waits with fishing pole in hand for his reward. Bluto is a hollow shell of a man, barely able to understand his own actions
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
several comfortable black cushions at the center. She orders Lulu to rest on the cushions, which the hollyphant does with a bit of trepidation. Maggie then places two skulls on the circle, noting that she’s
characters succeed, the sunny meadow fades to black as the dream sequence progresses toward the next dream. If all the characters fail the saving throw, each character takes 11 (2d10) psychic damage, and






