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Returning 35 results for 'barrel boggarts diffusing carved return'.
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Magic Items
Dungeon Master’s Guide
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Monsters
Lorwyn: First Light
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of
Magic Items
Princes of the Apocalypse
This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the
its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.
Monsters
The Wild Beyond the Witchlight
adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time
returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which
Figurine of Wondrous Power
Legacy
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Magic Items
Basic Rules (2014)
to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette is carved in the likeness of a
a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room has a ring of six copper spigots jutting out of it, 3 feet above the floor.
Bas-Reliefs. Carved into the walls are twenty bas-reliefs depicting drunken dwarves in different poses. One hand
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room has a ring of six copper spigots jutting out of it, 3 feet above the floor.
Bas-Reliefs. Carved into the walls are twenty bas-reliefs depicting drunken dwarves in different poses. One hand
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room has a ring of six copper spigots jutting out of it, 3 feet above the floor.
Bas-Reliefs. Carved into the walls are twenty bas-reliefs depicting drunken dwarves in different poses. One hand
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chaise longues carved from dark wood and padded with spider silk cushions are spread around the edges of the room.
Tunnel. A natural tunnel splits the middle of the south wall, and howling winds
transformed into a drider and is instructed to flee by way of the southern tunnel and never return, lest they be killed. Drow who pass the test return to this chamber as they were, with Lolth’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
Elevation markers on
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
Elevation markers on
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chaise longues carved from dark wood and padded with spider silk cushions are spread around the edges of the room.
Tunnel. A natural tunnel splits the middle of the south wall, and howling winds
transformed into a drider and is instructed to flee by way of the southern tunnel and never return, lest they be killed. Drow who pass the test return to this chamber as they were, with Lolth’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chaise longues carved from dark wood and padded with spider silk cushions are spread around the edges of the room.
Tunnel. A natural tunnel splits the middle of the south wall, and howling winds
transformed into a drider and is instructed to flee by way of the southern tunnel and never return, lest they be killed. Drow who pass the test return to this chamber as they were, with Lolth’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, vine-draped gazebo flanked by palm trees. Cracked steps east of the gazebo rise to a landing in front of a set of doors carved to resemble a giant wave that parts in the middle.
Elevation markers on
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Treasure Geonids hide their treasure at the back of their lairs. A thorough search of the deepest cave uncovers 2d10 gp worth of stone jewelry and art objects (carved figurines, talismans, and the
coiled serpent god (25 gp). Only one such relic can be found. A geonid stole it from the Shrine of Fangs, and its return completes a quest (see “Shrine of Fangs”).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Treasure Geonids hide their treasure at the back of their lairs. A thorough search of the deepest cave uncovers 2d10 gp worth of stone jewelry and art objects (carved figurines, talismans, and the
coiled serpent god (25 gp). Only one such relic can be found. A geonid stole it from the Shrine of Fangs, and its return completes a quest (see “Shrine of Fangs”).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Treasure Geonids hide their treasure at the back of their lairs. A thorough search of the deepest cave uncovers 2d10 gp worth of stone jewelry and art objects (carved figurines, talismans, and the
coiled serpent god (25 gp). Only one such relic can be found. A geonid stole it from the Shrine of Fangs, and its return completes a quest (see “Shrine of Fangs”).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
. Whenever the characters leave this area and return, there is a 20 percent chance that Hrossk, the fire giant metalsmith in area 11, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
46. Lizard Den A six-foot-tall green devil face is carved into the far end of this hallway, its mouth agape. Painted murals on the walls show faceless humanoid figures doubled over in pain, clutching
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
. Whenever the characters leave this area and return, there is a 20 percent chance that Hrossk, the fire giant metalsmith in area 11, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
46. Lizard Den A six-foot-tall green devil face is carved into the far end of this hallway, its mouth agape. Painted murals on the walls show faceless humanoid figures doubled over in pain, clutching
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
46. Lizard Den A six-foot-tall green devil face is carved into the far end of this hallway, its mouth agape. Painted murals on the walls show faceless humanoid figures doubled over in pain, clutching
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
. Whenever the characters leave this area and return, there is a 20 percent chance that Hrossk, the fire giant metalsmith in area 11, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed. When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has
nap against mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return. Lorwyn Giant Huge Giant, Chaotic Neutral
AC 13 Initiative +1 (11)
HP
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed. When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has
nap against mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return. Lorwyn Giant Huge Giant, Chaotic Neutral
AC 13 Initiative +1 (11)
HP
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed. When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has
nap against mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return. Lorwyn Giant Huge Giant, Chaotic Neutral
AC 13 Initiative +1 (11)
HP
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
houses built into its sides. Fog obscures the details, but you can see that these buildings feature elegantly carved woodwork and have decorative lanterns hanging from their sculpted eaves. Atop the hill
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
houses built into its sides. Fog obscures the details, but you can see that these buildings feature elegantly carved woodwork and have decorative lanterns hanging from their sculpted eaves. Atop the hill
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Placing the “Dark Heart” After their adventures in the Wormwrithings and the Labyrinth, the characters can return to Araj to deliver the components they have collected to Vizeran DeVir. Over ten days
, the drow archmage uses those components to craft a talisman that looks and feels like a five-pound black heart carved of black stone. Imbued with arcane and fiendish power, the dark heart talisman
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
quarters contain a collection of carved tablets, as well as actual books and scrolls found nowhere else in the library. Ustova’s quarters feature a collection of musical instruments and divination tools
character’s taste and needs. Characters don’t need to make any check to find their guest rooms after exploring the library: they need only wish to return, and the next set of stairs they come to leads them to the appropriate level.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be
a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn’t consumed. After the talisman has been used in this way, it can’t be used again until you return it to your Reliquary and use another Harvest order to prepare it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
quarters contain a collection of carved tablets, as well as actual books and scrolls found nowhere else in the library. Ustova’s quarters feature a collection of musical instruments and divination tools
character’s taste and needs. Characters don’t need to make any check to find their guest rooms after exploring the library: they need only wish to return, and the next set of stairs they come to leads them to the appropriate level.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Placing the “Dark Heart” After their adventures in the Wormwrithings and the Labyrinth, the characters can return to Araj to deliver the components they have collected to Vizeran DeVir. Over ten days
, the drow archmage uses those components to craft a talisman that looks and feels like a five-pound black heart carved of black stone. Imbued with arcane and fiendish power, the dark heart talisman
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
this facility, you commission its hireling to produce a specially prepared talisman for your use. The talisman usually takes the form of an amulet, a rune-carved box, or a statuette, but it can be
a cost of 1,000 GP or less. If the spell normally consumes its components, the talisman isn’t consumed. After the talisman has been used in this way, it can’t be used again until you return it to your Reliquary and use another Harvest order to prepare it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, not loyalty. He’s waiting for his companion, Sylvia, to return (see area 31). If threatened, Flyndol commands the giant rats to cover his escape. If escape is impossible, he surrenders but won’t
drainage holes on the inside of the rim to prevent overflow. Carved above each basin is a bas-relief of a dwarf’s face with an open mouth. Water from an underground river once flowed out of the mouths






