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Returning 35 results for 'barren bat diffusing could receive'.
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baron bat defusing could receive
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->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->Tomb of Annihilation
treasure (see “Treasure” below). Advice from the Spirits Any characters inhabited by the spirits of Kubazan, Obo’laka, or Wongo receive the following advice: Impulsive Kubazan urges his host to attack
) Three painted gold masks sized for children and shaped like the faces of a bat, a monkey, and a parrot, respectively (75 gp each) A gold coronet shaped like an octopus with mother-of-pearl eyes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure (see “Treasure” below). Advice from the Spirits Any characters inhabited by the spirits of Kubazan, Obo’laka, or Wongo receive the following advice: Impulsive Kubazan urges his host to attack
) Three painted gold masks sized for children and shaped like the faces of a bat, a monkey, and a parrot, respectively (75 gp each) A gold coronet shaped like an octopus with mother-of-pearl eyes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
treasure (see “Treasure” below). Advice from the Spirits Any characters inhabited by the spirits of Kubazan, Obo’laka, or Wongo receive the following advice: Impulsive Kubazan urges his host to attack
) Three painted gold masks sized for children and shaped like the faces of a bat, a monkey, and a parrot, respectively (75 gp each) A gold coronet shaped like an octopus with mother-of-pearl eyes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
atop a marble slab in the center of this otherwise barren crypt. Sir Erik Vonderbucks was a wealthy noble whose dying wish was to have his corpse dipped in molten gold. Treasure. The thin layer of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
atop a marble slab in the center of this otherwise barren crypt. Sir Erik Vonderbucks was a wealthy noble whose dying wish was to have his corpse dipped in molten gold. Treasure. The thin layer of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
atop a marble slab in the center of this otherwise barren crypt. Sir Erik Vonderbucks was a wealthy noble whose dying wish was to have his corpse dipped in molten gold. Treasure. The thin layer of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
benefit, a creature cannot receive it again for 24 hours. P27. Armory The door to this room is sealed with a hart crown lock (see “Crown Locks” earlier in the chapter). The room contains glass cabinets
here if he hasn’t been lured elsewhere. If Zargash is present, add: Standing motionless next to the levers is a man garbed in black whose face is half-hidden by a hood. A bat-shaped amulet hangs around
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
benefit, a creature cannot receive it again for 24 hours. P27. Armory The door to this room is sealed with a hart crown lock (see “Crown Locks” earlier in the chapter). The room contains glass cabinets
here if he hasn’t been lured elsewhere. If Zargash is present, add: Standing motionless next to the levers is a man garbed in black whose face is half-hidden by a hood. A bat-shaped amulet hangs around






