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Returning 35 results for 'barriers bitter diffusing consult radiate'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Aura. While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished
trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures.
Ice Troll Hearts. An ice troll's heart remains cold even after the troll's destruction. As long as the troll
Species
Van Richten’s Guide to Ravenloft
tears to your eyes. Is it a bitter or cheerful memory? Does recalling it make you feel the same way?
3
You recall a childhood memory. What about that event or who you were still influences you
itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Troll Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. Ice Troll Hearts. An ice troll’s heart remains
generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll’s turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Troll Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. Ice Troll Hearts. An ice troll’s heart remains
generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll’s turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Troll Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. Ice Troll Hearts. An ice troll’s heart remains
generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll’s turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
Master’s Guide. Random Encounters Check for a random encounter every 10 minutes. Roll a d20 and consult the following table to determine what, if anything, the characters encounter: d20 Encounter 1 1
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
Master’s Guide. Random Encounters Check for a random encounter every 10 minutes. Roll a d20 and consult the following table to determine what, if anything, the characters encounter: d20 Encounter 1 1
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
Master’s Guide. Random Encounters Check for a random encounter every 10 minutes. Roll a d20 and consult the following table to determine what, if anything, the characters encounter: d20 Encounter 1 1
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
slaves. The drow is in Gracklstugh to retrieve a cargo of duergar metalwork and knows nothing about the recent events in Velkynvelve. Roll a d6 and consult the Drow House Loyalty table to determine the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
slaves. The drow is in Gracklstugh to retrieve a cargo of duergar metalwork and knows nothing about the recent events in Velkynvelve. Roll a d6 and consult the Drow House Loyalty table to determine the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
slaves. The drow is in Gracklstugh to retrieve a cargo of duergar metalwork and knows nothing about the recent events in Velkynvelve. Roll a d6 and consult the Drow House Loyalty table to determine the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
, crave violence, and fight to the bitter end. The berserkers retain vestiges of their former lives, including the thick clothing they wore as Reghed nomads, but their garments are torn and in need of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
, crave violence, and fight to the bitter end. The berserkers retain vestiges of their former lives, including the thick clothing they wore as Reghed nomads, but their garments are torn and in need of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
enraged and fight to the bitter end. One of the frost druid’s prepared spells is moonbeam, which can reveal the true form of any character who has the Doppelganger secret (see appendix B). Frost Druid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
, crave violence, and fight to the bitter end. The berserkers retain vestiges of their former lives, including the thick clothing they wore as Reghed nomads, but their garments are torn and in need of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
enraged and fight to the bitter end. One of the frost druid’s prepared spells is moonbeam, which can reveal the true form of any character who has the Doppelganger secret (see appendix B). Frost Druid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
enraged and fight to the bitter end. One of the frost druid’s prepared spells is moonbeam, which can reveal the true form of any character who has the Doppelganger secret (see appendix B). Frost Druid
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
cracked masonry radiate from a grotesque face carved into the stone, its forehead set with a blood-red gem. Sitting on a desk off to one side is a black tome, its cover emblazoned with fell iconography
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
cracked masonry radiate from a grotesque face carved into the stone, its forehead set with a blood-red gem. Sitting on a desk off to one side is a black tome, its cover emblazoned with fell iconography
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
location marked on the map of Thither or when they first arrive at a particular landmark. To determine what the characters encounter, roll a d8 and consult the Random Encounters in Thither table. Several
battle, Meadowleaf calls off the attack. The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
location marked on the map of Thither or when they first arrive at a particular landmark. To determine what the characters encounter, roll a d8 and consult the Random Encounters in Thither table. Several
battle, Meadowleaf calls off the attack. The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
location marked on the map of Thither or when they first arrive at a particular landmark. To determine what the characters encounter, roll a d8 and consult the Random Encounters in Thither table. Several
battle, Meadowleaf calls off the attack. The dryad is too bitter and angry to apologize for any errors in judgment on her part. Reminding her of the rule of hospitality (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
cracked masonry radiate from a grotesque face carved into the stone, its forehead set with a blood-red gem. Sitting on a desk off to one side is a black tome, its cover emblazoned with fell iconography
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
words, but these are equally derogatory, bitter, and profanity laced. In either case, the spider can pass along the following information: Rainbow has been Wizzy’s familiar for as long as it can
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
words, but these are equally derogatory, bitter, and profanity laced. In either case, the spider can pass along the following information: Rainbow has been Wizzy’s familiar for as long as it can
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
words, but these are equally derogatory, bitter, and profanity laced. In either case, the spider can pass along the following information: Rainbow has been Wizzy’s familiar for as long as it can
damage. Necromantic Lens. Hoobur Gran’Shoop has scribed the magic lens atop the lighthouse with faint runes that cause it to radiate necromantic energy. In addition to filling the area with shadow, the






