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Returning 33 results for 'barriers brutal diffusing color rooting'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
object with AC 10, 10 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. The glass is enchanted so that only one color of moonlight shines through
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
object with AC 10, 10 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. The glass is enchanted so that only one color of moonlight shines through
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land wherever it walks. Its habit of whistling cheerfully while committing brutal acts is the source of its epithet: the Whistling Fiend. Characters might hear rumors of its merry tunes becoming fearful
acts of terrible carnage. Use the tables in chapter 4 of the Dungeon Master’s Guide to help inspire similar characteristics to color a monster’s notorious reputation.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
object with AC 10, 10 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. The glass is enchanted so that only one color of moonlight shines through
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land wherever it walks. Its habit of whistling cheerfully while committing brutal acts is the source of its epithet: the Whistling Fiend. Characters might hear rumors of its merry tunes becoming fearful
acts of terrible carnage. Use the tables in chapter 4 of the Dungeon Master’s Guide to help inspire similar characteristics to color a monster’s notorious reputation.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land wherever it walks. Its habit of whistling cheerfully while committing brutal acts is the source of its epithet: the Whistling Fiend. Characters might hear rumors of its merry tunes becoming fearful
acts of terrible carnage. Use the tables in chapter 4 of the Dungeon Master’s Guide to help inspire similar characteristics to color a monster’s notorious reputation.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
good people by rooting out hidden evils and severing connections with other planes. According to their members, it’s not enough to fight threats that arise. Many lives can be saved if the signs of evil
curled into a fist — and it is a claim I can’t disregard. The Order of the Gilded Eye can be brutal in their pursuit of evil. Did Helm’s symbol weep as Javen Tarmikos and others have said? If it did
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
good people by rooting out hidden evils and severing connections with other planes. According to their members, it’s not enough to fight threats that arise. Many lives can be saved if the signs of evil
curled into a fist — and it is a claim I can’t disregard. The Order of the Gilded Eye can be brutal in their pursuit of evil. Did Helm’s symbol weep as Javen Tarmikos and others have said? If it did
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
good people by rooting out hidden evils and severing connections with other planes. According to their members, it’s not enough to fight threats that arise. Many lives can be saved if the signs of evil
curled into a fist — and it is a claim I can’t disregard. The Order of the Gilded Eye can be brutal in their pursuit of evil. Did Helm’s symbol weep as Javen Tarmikos and others have said? If it did
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
speed. They usually have coats of a single color, often with a shine that can look metallic in bright light. Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked
with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
speed. They usually have coats of a single color, often with a shine that can look metallic in bright light. Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked
with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
speed. They usually have coats of a single color, often with a shine that can look metallic in bright light. Pheres band centaurs typically have long, nimble legs and lean bodies, and are often marked
with natural color patterns on their hide. Pheres centaurs sometimes paint or tattoo their upper bodies to match the patterns on their lower half. Occasionally, a Pheres centaur is born with vertical
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Neverlight Grove. A cavern of peculiar beauty opens up before you, with lights of every color shining from the pure essence of life, diffused and amplified by the glow of faerzress. The glow pulses, and you
that cast them out and devour it all!
Sundered Blades The corruption in Gracklstugh slowly rots duergar society from within, leading it toward a brutal fate. You see a circle of small hooded figures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Neverlight Grove. A cavern of peculiar beauty opens up before you, with lights of every color shining from the pure essence of life, diffused and amplified by the glow of faerzress. The glow pulses, and you
that cast them out and devour it all!
Sundered Blades The corruption in Gracklstugh slowly rots duergar society from within, leading it toward a brutal fate. You see a circle of small hooded figures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Neverlight Grove. A cavern of peculiar beauty opens up before you, with lights of every color shining from the pure essence of life, diffused and amplified by the glow of faerzress. The glow pulses, and you
that cast them out and devour it all!
Sundered Blades The corruption in Gracklstugh slowly rots duergar society from within, leading it toward a brutal fate. You see a circle of small hooded figures
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The enclave works to restore and preserve the natural order by keeping the elemental forces of the
before ending in an overgrown field.
The thicket east of this ruin is crawling with twelve twig blights and two needle blights. Any disturbance in the ruined farmhouse (for example, characters rooting
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The enclave works to restore and preserve the natural order by keeping the elemental forces of the
before ending in an overgrown field.
The thicket east of this ruin is crawling with twelve twig blights and two needle blights. Any disturbance in the ruined farmhouse (for example, characters rooting
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The enclave works to restore and preserve the natural order by keeping the elemental forces of the
before ending in an overgrown field.
The thicket east of this ruin is crawling with twelve twig blights and two needle blights. Any disturbance in the ruined farmhouse (for example, characters rooting
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Bleakers dress in gloomy, drab color schemes. Frayed clothing and weather-beaten gear are common. Role in Sigil. The Bleak Cabal’s headquarters is the Gatehouse, a fortress of healing and respite in
prize. With brutal efficiency, he exploits the financial stranglehold his faction has over Sigil, richly rewarding informants for secrets that might give the Fated leverage over the other factions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Bleakers dress in gloomy, drab color schemes. Frayed clothing and weather-beaten gear are common. Role in Sigil. The Bleak Cabal’s headquarters is the Gatehouse, a fortress of healing and respite in
prize. With brutal efficiency, he exploits the financial stranglehold his faction has over Sigil, richly rewarding informants for secrets that might give the Fated leverage over the other factions
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Bleakers dress in gloomy, drab color schemes. Frayed clothing and weather-beaten gear are common. Role in Sigil. The Bleak Cabal’s headquarters is the Gatehouse, a fortress of healing and respite in
prize. With brutal efficiency, he exploits the financial stranglehold his faction has over Sigil, richly rewarding informants for secrets that might give the Fated leverage over the other factions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different creature. 3 The creature produces eerie music instead of speech. 4 The creature’s skin has an unusual texture or color. 5 The creature’s hair is replaced by spines or tentacles. 6 The creature’s
Silver Flame engaged in a long crusade to defend civilization from this brutal scourge, eventually all but eradicating lycanthropy from the Five Nations. The lycanthropes that survived hid in dark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different creature. 3 The creature produces eerie music instead of speech. 4 The creature’s skin has an unusual texture or color. 5 The creature’s hair is replaced by spines or tentacles. 6 The creature’s
Silver Flame engaged in a long crusade to defend civilization from this brutal scourge, eventually all but eradicating lycanthropy from the Five Nations. The lycanthropes that survived hid in dark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different creature. 3 The creature produces eerie music instead of speech. 4 The creature’s skin has an unusual texture or color. 5 The creature’s hair is replaced by spines or tentacles. 6 The creature’s
Silver Flame engaged in a long crusade to defend civilization from this brutal scourge, eventually all but eradicating lycanthropy from the Five Nations. The lycanthropes that survived hid in dark
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Brutal and Cruel. All
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Brutal and Cruel. All
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Brutal and Cruel. All
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat






