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Returning 35 results for 'barriers bonded diffusing consumed rush'.
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barriers bonds diffusing conjured rush
barrier blinded diffusing consumed rest
berries bonded diffusing consume rule
barriers bond diffusing consumed rush
barriers bond diffusing consume rule
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
domain of the mind flayers to be enthralled or consumed.
“Don’t cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!”
— Qorik el-Slurrk, mind
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 is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
domain of the mind flayers to be enthralled or consumed.
“Don’t cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!”
— Qorik el-Slurrk, mind
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 is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
domain of the mind flayers to be enthralled or consumed.
“Don’t cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!”
— Qorik el-Slurrk, mind
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 is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their view, whereupon they all rush to attack. The prisoners, even if they’re left unattended, won’t leave their cells willingly while combat is going on. If the characters dispose of the guards and
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their view, whereupon they all rush to attack. The prisoners, even if they’re left unattended, won’t leave their cells willingly while combat is going on. If the characters dispose of the guards and
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their view, whereupon they all rush to attack. The prisoners, even if they’re left unattended, won’t leave their cells willingly while combat is going on. If the characters dispose of the guards and
storage facilities. The community is all but vacant at the present time, so there’s nothing the characters can learn by examining any of the buildings. Under normal circumstances, groups of bonded
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component
, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following: A fiercely burning homestead is nestled in a small valley slightly below your position at the top of the ridge. The barn is a smoking ruin and the house is half consumed by fire. Panicked
. If the characters move cautiously despite the rush to catch up, then they can gain surprise. Otherwise, the orcs spot them as they approach. In any case, read the following aloud: Four brutish orcs
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to flee the citadel as swiftly as possible. Soth’s End The characters witness Lord Soth consumed by disaster. If he is in area S23 or area S25, the ground opens beneath the death knight and he falls
(6d8) bludgeoning damage. Hungry Crevice. Six baaz draconians (see appendix B) rush toward the characters through a crack opening in the temple walls. A 10-foot-wide fissure in the ground opens up
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following: A fiercely burning homestead is nestled in a small valley slightly below your position at the top of the ridge. The barn is a smoking ruin and the house is half consumed by fire. Panicked
. If the characters move cautiously despite the rush to catch up, then they can gain surprise. Otherwise, the orcs spot them as they approach. In any case, read the following aloud: Four brutish orcs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following: A fiercely burning homestead is nestled in a small valley slightly below your position at the top of the ridge. The barn is a smoking ruin and the house is half consumed by fire. Panicked
. If the characters move cautiously despite the rush to catch up, then they can gain surprise. Otherwise, the orcs spot them as they approach. In any case, read the following aloud: Four brutish orcs
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to flee the citadel as swiftly as possible. Soth’s End The characters witness Lord Soth consumed by disaster. If he is in area S23 or area S25, the ground opens beneath the death knight and he falls
(6d8) bludgeoning damage. Hungry Crevice. Six baaz draconians (see appendix B) rush toward the characters through a crack opening in the temple walls. A 10-foot-wide fissure in the ground opens up
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to flee the citadel as swiftly as possible. Soth’s End The characters witness Lord Soth consumed by disaster. If he is in area S23 or area S25, the ground opens beneath the death knight and he falls
(6d8) bludgeoning damage. Hungry Crevice. Six baaz draconians (see appendix B) rush toward the characters through a crack opening in the temple walls. A 10-foot-wide fissure in the ground opens up
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the hunger of all of them.
Day 15: Used the ritual to join our minds again. This time I realized where the hunger began. I was consumed by the infinite hunger and boundless rage of great Yeenoghu
in flight, the rush of the wind, and sounds of howling or cackling laughter that have no discernible source. Non-gnoll Cultists Few creatures aside from gnolls worship Yeenoghu, and those that do
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
within 60 feet of it. Any creature that drinks a pint or more of water from the cauldron must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour per pint consumed. 10f. Gnawed Bones The
be heard as far away as area 10c. If the hags survive, they gather reinforcements from areas 10a and 10b and rush to defend their precious treasure. Treasure. The crow’s nest contains 2,000 cp inside a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the hunger of all of them.
Day 15: Used the ritual to join our minds again. This time I realized where the hunger began. I was consumed by the infinite hunger and boundless rage of great Yeenoghu
in flight, the rush of the wind, and sounds of howling or cackling laughter that have no discernible source. Non-gnoll Cultists Few creatures aside from gnolls worship Yeenoghu, and those that do
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
). As figments of the demiplane, these potions vanish when the characters leave if they’re not consumed before then. H3. Hag’s Menagerie Tucked in a clearing is a ramshackle structure 15 feet wide and
inside: Curled up on the floor is a dryad. Her arms and legs are bound, and she appears to be unconscious.
This unconscious dryad is Hanah. If Trekaila and Argentia are present, they try to rush to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the hunger of all of them.
Day 15: Used the ritual to join our minds again. This time I realized where the hunger began. I was consumed by the infinite hunger and boundless rage of great Yeenoghu
in flight, the rush of the wind, and sounds of howling or cackling laughter that have no discernible source. Non-gnoll Cultists Few creatures aside from gnolls worship Yeenoghu, and those that do
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
). As figments of the demiplane, these potions vanish when the characters leave if they’re not consumed before then. H3. Hag’s Menagerie Tucked in a clearing is a ramshackle structure 15 feet wide and
inside: Curled up on the floor is a dryad. Her arms and legs are bound, and she appears to be unconscious.
This unconscious dryad is Hanah. If Trekaila and Argentia are present, they try to rush to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
within 60 feet of it. Any creature that drinks a pint or more of water from the cauldron must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour per pint consumed. 10f. Gnawed Bones The
be heard as far away as area 10c. If the hags survive, they gather reinforcements from areas 10a and 10b and rush to defend their precious treasure. Treasure. The crow’s nest contains 2,000 cp inside a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
). As figments of the demiplane, these potions vanish when the characters leave if they’re not consumed before then. H3. Hag’s Menagerie Tucked in a clearing is a ramshackle structure 15 feet wide and
inside: Curled up on the floor is a dryad. Her arms and legs are bound, and she appears to be unconscious.
This unconscious dryad is Hanah. If Trekaila and Argentia are present, they try to rush to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
within 60 feet of it. Any creature that drinks a pint or more of water from the cauldron must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour per pint consumed. 10f. Gnawed Bones The
be heard as far away as area 10c. If the hags survive, they gather reinforcements from areas 10a and 10b and rush to defend their precious treasure. Treasure. The crow’s nest contains 2,000 cp inside a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which
someone else is attuned. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
population. Yurtrus, “the White Hand” Yurtrus is often depicted as consumed by rot and covered in oozing pustules, utterly repulsive except for his hands, which are pure white and free of any blemish
been picked for the special purpose of spreading his virulent message among the enemy. At night, or during a heavy fog, these infected orcs rush toward an enemy’s encampment, often through a hail of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
population. Yurtrus, “the White Hand” Yurtrus is often depicted as consumed by rot and covered in oozing pustules, utterly repulsive except for his hands, which are pure white and free of any blemish
been picked for the special purpose of spreading his virulent message among the enemy. At night, or during a heavy fog, these infected orcs rush toward an enemy’s encampment, often through a hail of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
population. Yurtrus, “the White Hand” Yurtrus is often depicted as consumed by rot and covered in oozing pustules, utterly repulsive except for his hands, which are pure white and free of any blemish
been picked for the special purpose of spreading his virulent message among the enemy. At night, or during a heavy fog, these infected orcs rush toward an enemy’s encampment, often through a hail of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
Primal Fruit Effects table to determine what happens when a piece of the fruit is consumed. An identify spell or similar magic reveals the beneficial effect of a piece of fruit before it is eaten, but it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
Primal Fruit Effects table to determine what happens when a piece of the fruit is consumed. An identify spell or similar magic reveals the beneficial effect of a piece of fruit before it is eaten, but it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of the world and can communicate with other creatures. In extremely rare cases, groups of these creatures band together, creating colonies. These bonded mimics cooperate to create larger objects than
Primal Fruit Effects table to determine what happens when a piece of the fruit is consumed. An identify spell or similar magic reveals the beneficial effect of a piece of fruit before it is eaten, but it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
combat in area 22 are magically silenced, the lizardfolk in this room rush there immediately to assist the giant lizards. Adjust the description below if they have not moved to that area. This bare
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
combat in area 22 are magically silenced, the lizardfolk in this room rush there immediately to assist the giant lizards. Adjust the description below if they have not moved to that area. This bare






