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Returning 35 results for 'barriers before diffusing creation rising'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
elaborate design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Magic Items
Princes of the Apocalypse
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it
Monsters
Fizban's Treasury of Dragons
the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Ancient Dragon Turtle;Ancient
.
As an example, map 5.14 depicts a topaz dragon’s lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges (see chapter 5), and the miraculous Steel Gardens, an early breakthrough that
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges (see chapter 5), and the miraculous Steel Gardens, an early breakthrough that
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges (see chapter 5), and the miraculous Steel Gardens, an early breakthrough that
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Khyber The creation myths of various cultures describe the primordial dragon Eberron restraining and imprisoning the dragon Khyber within her coils. (See “Khyber” in Eberron: Rising from the Last War
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Khyber The creation myths of various cultures describe the primordial dragon Eberron restraining and imprisoning the dragon Khyber within her coils. (See “Khyber” in Eberron: Rising from the Last War
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Khyber The creation myths of various cultures describe the primordial dragon Eberron restraining and imprisoning the dragon Khyber within her coils. (See “Khyber” in Eberron: Rising from the Last War
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds. Brain in a Jar
Small Undead
Armor Class 11 (natural armor)
Hit Points 55 (10d6 + 20
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds. Brain in a Jar
Small Undead
Armor Class 11 (natural armor)
Hit Points 55 (10d6 + 20
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds. Brain in a Jar
Small Undead
Armor Class 11 (natural armor)
Hit Points 55 (10d6 + 20
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
characters can take normal rests outside the dungeon. Doing so has an effect on the alert level. Resting within the Doomvault is risky, because of random encounters and the rising alert level (see below
their foes. A few other events specified in the adventure can raise or lower the alert level. Dread Warriors Szass Tam devised the ritual that enables the creation of dread warriors (described in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cinder storms away from the City of Brass, but elsewhere in the plane, the wind always blows, sometimes rising to hurricane force during the worst storms. The heat on the Plane of Fire is comparable to
Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cinder storms away from the City of Brass, but elsewhere in the plane, the wind always blows, sometimes rising to hurricane force during the worst storms. The heat on the Plane of Fire is comparable to
Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cinder storms away from the City of Brass, but elsewhere in the plane, the wind always blows, sometimes rising to hurricane force during the worst storms. The heat on the Plane of Fire is comparable to
Fountains of Creation toward the Para-elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire, traversed by efreeti and azer sailors in great brass ships. Islands of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
nearest the Fountains of Creation (on the Plane of Fire) are called the Furnaces. Lava seeps through their caverns, and the air reeks of sulfur. The dao have great forges and smelting furnaces here to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
characters can take normal rests outside the dungeon. Doing so has an effect on the alert level. Resting within the Doomvault is risky, because of random encounters and the rising alert level (see below
their foes. A few other events specified in the adventure can raise or lower the alert level. Dread Warriors Szass Tam devised the ritual that enables the creation of dread warriors (described in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
nearest the Fountains of Creation (on the Plane of Fire) are called the Furnaces. Lava seeps through their caverns, and the air reeks of sulfur. The dao have great forges and smelting furnaces here to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
archetypes teach and inspire, whether they’re represented in tales of journeys or creation, in sculptures rising above polis roofs, or in the temples of the gods. Throughout Theros, those who seek
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
characters can take normal rests outside the dungeon. Doing so has an effect on the alert level. Resting within the Doomvault is risky, because of random encounters and the rising alert level (see below
their foes. A few other events specified in the adventure can raise or lower the alert level. Dread Warriors Szass Tam devised the ritual that enables the creation of dread warriors (described in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
nearest the Fountains of Creation (on the Plane of Fire) are called the Furnaces. Lava seeps through their caverns, and the air reeks of sulfur. The dao have great forges and smelting furnaces here to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
archetypes teach and inspire, whether they’re represented in tales of journeys or creation, in sculptures rising above polis roofs, or in the temples of the gods. Throughout Theros, those who seek
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
archetypes teach and inspire, whether they’re represented in tales of journeys or creation, in sculptures rising above polis roofs, or in the temples of the gods. Throughout Theros, those who seek
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
to by the same name. Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, was Javen’s creation of this order Helm’s intention? Is the Helm that has returned from death different from the god whose worship was familiar to me in my youth? How can we mortals know? Helm was
of Crazed Venturers, associated with the founding of Helm’s Hold, and her quick-rising popularity among the people has won her a seat as a Speaker. Dominating the skyline of the hold is the great






