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Returning 35 results for 'barren bat diffusing content receive'.
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Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in Motherhorn if it means her sibling is safe from the hag’s wickedness.
Alignment
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mountains. An agent waits to receive the characters at the last of these inns, a miserable joint named the Lazy Bat.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mountains. An agent waits to receive the characters at the last of these inns, a miserable joint named the Lazy Bat.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mountains. An agent waits to receive the characters at the last of these inns, a miserable joint named the Lazy Bat.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Arcane Eye Level 4 Divination (Wizard) Casting Time: Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an Invisible, invulnerable
eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet. As a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range
that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feet to a barren stone ledge with a pair of winged statues perched atop it.
The “winged statues” on the ledge are two gargoyles. If the characters attack the gargoyles or move within 30 feet of them
, but they are neither magical more valuable. Treasure Among the remains of the earth elemental, the characters can find an earth elemental gem. Before they can use it, however, it must receive a remove
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feet to a barren stone ledge with a pair of winged statues perched atop it.
The “winged statues” on the ledge are two gargoyles. If the characters attack the gargoyles or move within 30 feet of them
, but they are neither magical more valuable. Treasure Among the remains of the earth elemental, the characters can find an earth elemental gem. Before they can use it, however, it must receive a remove
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feet to a barren stone ledge with a pair of winged statues perched atop it.
The “winged statues” on the ledge are two gargoyles. If the characters attack the gargoyles or move within 30 feet of them
, but they are neither magical more valuable. Treasure Among the remains of the earth elemental, the characters can find an earth elemental gem. Before they can use it, however, it must receive a remove
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
gate-town derives its name. Ribcage’s menacing, arched gates, festooned with wings like those of a bat and forged from infernal steel, allude to the power of the Lords of the Nine Hells. Bound to the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
its rider. Malleon’s Gate used to be represented by the Bat, but twelve years ago they exchanged that mascot for the Gargoyle, whose colors are black and gray. The current Gargoyle is a stone-faced
challenge lies in outlasting the other contestants and luring them or pushing them into the path of the cockatrice. The battleground might be barren or littered with rubble and cover; it might be lit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
its rider. Malleon’s Gate used to be represented by the Bat, but twelve years ago they exchanged that mascot for the Gargoyle, whose colors are black and gray. The current Gargoyle is a stone-faced
challenge lies in outlasting the other contestants and luring them or pushing them into the path of the cockatrice. The battleground might be barren or littered with rubble and cover; it might be lit
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
its rider. Malleon’s Gate used to be represented by the Bat, but twelve years ago they exchanged that mascot for the Gargoyle, whose colors are black and gray. The current Gargoyle is a stone-faced
challenge lies in outlasting the other contestants and luring them or pushing them into the path of the cockatrice. The battleground might be barren or littered with rubble and cover; it might be lit
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
gate-town derives its name. Ribcage’s menacing, arched gates, festooned with wings like those of a bat and forged from infernal steel, allude to the power of the Lords of the Nine Hells. Bound to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Terracotta Warriors” below). To steal Shagambi’s treasures, characters must move quietly. Advice from the Spirits Any characters inhabited by the spirits of Unkh or Wongo receive advice when entering
teleport is also polymorphed into a random beast, as though it had failed its saving throw against the polymorph spell. Roll a d4 to determine the new form: 1, baboon; 2, bat; 3, flying snake; 4, quipper
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ribcage Gate Destination: Nine Hells of Baator Primary Citizens: Devils and Humanoids Ruler: Duchess Zelza Zurkbane Ribcage is the blackened heart of the Vale of the Spine, a jagged range of barren
gate-town derives its name. Ribcage’s menacing, arched gates, festooned with wings like those of a bat and forged from infernal steel, allude to the power of the Lords of the Nine Hells. Bound to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Terracotta Warriors” below). To steal Shagambi’s treasures, characters must move quietly. Advice from the Spirits Any characters inhabited by the spirits of Unkh or Wongo receive advice when entering
teleport is also polymorphed into a random beast, as though it had failed its saving throw against the polymorph spell. Roll a d4 to determine the new form: 1, baboon; 2, bat; 3, flying snake; 4, quipper
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Terracotta Warriors” below). To steal Shagambi’s treasures, characters must move quietly. Advice from the Spirits Any characters inhabited by the spirits of Unkh or Wongo receive advice when entering
teleport is also polymorphed into a random beast, as though it had failed its saving throw against the polymorph spell. Roll a d4 to determine the new form: 1, baboon; 2, bat; 3, flying snake; 4, quipper
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
preserve the peace within its walls and ensure its citizens are content.
“I’d like you to visit a few businesses within the keep and help their owners with any odd jobs they might have. I recently
characters return to this location at level 3, having fulfilled all three keep officials’ quests (detailed in the previous sections), they receive a heroes’ welcome. That evening, Castellan Winvarle throws a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
preserve the peace within its walls and ensure its citizens are content.
“I’d like you to visit a few businesses within the keep and help their owners with any odd jobs they might have. I recently
characters return to this location at level 3, having fulfilled all three keep officials’ quests (detailed in the previous sections), they receive a heroes’ welcome. That evening, Castellan Winvarle throws a






