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Returning 31 results for 'basic both diffusing channeling revealing'.
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Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
-wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to show brief glimpses of possible locations, or any other device channeling suitable magic. If you really want to dig deep, you could experiment with the idea that the orrery’s power gives it a kind
to be resolved, with those complications revealing useful information concerning the Six’s plots, the ritual site’s possible location, and the defenses around the site.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to show brief glimpses of possible locations, or any other device channeling suitable magic. If you really want to dig deep, you could experiment with the idea that the orrery’s power gives it a kind
to be resolved, with those complications revealing useful information concerning the Six’s plots, the ritual site’s possible location, and the defenses around the site.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to show brief glimpses of possible locations, or any other device channeling suitable magic. If you really want to dig deep, you could experiment with the idea that the orrery’s power gives it a kind
to be resolved, with those complications revealing useful information concerning the Six’s plots, the ritual site’s possible location, and the defenses around the site.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
names. Initiates also donate all their possessions to the group, which uses its accumulated wealth to provide for the basic needs of its initiates, and they take solemn vows of secrecy that prohibit
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
names. Initiates also donate all their possessions to the group, which uses its accumulated wealth to provide for the basic needs of its initiates, and they take solemn vows of secrecy that prohibit
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
names. Initiates also donate all their possessions to the group, which uses its accumulated wealth to provide for the basic needs of its initiates, and they take solemn vows of secrecy that prohibit
Heralds of the Comet are called hierophants—literally “revealers of the sacred”—because of their role in revealing the All-Consuming Star to initiates. The archierophant of the Heralds of the Comet is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
six stirges nests in the rafters of the attic. They descend on the party at an opportune moment, revealing themselves after the characters enter the attic. Treasure. A character who sifts through the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
six stirges nests in the rafters of the attic. They descend on the party at an opportune moment, revealing themselves after the characters enter the attic. Treasure. A character who sifts through the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
six stirges nests in the rafters of the attic. They descend on the party at an opportune moment, revealing themselves after the characters enter the attic. Treasure. A character who sifts through the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a failed check, the creature is knocked prone next to the shrine and takes 5 (2d4) force damage. Effects of a Shrine. Channeling the energy of the trapped Chosen, each shrine creates magical effects
that they have Intelligence 5, can understand basic communication in Common, and are no longer immune to being charmed. Myrra, the Red Wizard, is especially cruel and likely to toy with the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a failed check, the creature is knocked prone next to the shrine and takes 5 (2d4) force damage. Effects of a Shrine. Channeling the energy of the trapped Chosen, each shrine creates magical effects
that they have Intelligence 5, can understand basic communication in Common, and are no longer immune to being charmed. Myrra, the Red Wizard, is especially cruel and likely to toy with the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a failed check, the creature is knocked prone next to the shrine and takes 5 (2d4) force damage. Effects of a Shrine. Channeling the energy of the trapped Chosen, each shrine creates magical effects
that they have Intelligence 5, can understand basic communication in Common, and are no longer immune to being charmed. Myrra, the Red Wizard, is especially cruel and likely to toy with the characters
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
them is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
D16). A character who takes a Study action and makes a successful DC 16 Intelligence (Arcana) check knows basic information about this guardian: It follows the orders of whoever wears its amulet. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
them is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
D16). A character who takes a Study action and makes a successful DC 16 Intelligence (Arcana) check knows basic information about this guardian: It follows the orders of whoever wears its amulet. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
them is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
D16). A character who takes a Study action and makes a successful DC 16 Intelligence (Arcana) check knows basic information about this guardian: It follows the orders of whoever wears its amulet. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
Umberto to impart basic history about Vecna and Kas as described in the introduction. Learning about Umberto’s secret research topic counts as a secret for the purposes of the Power of Secrets rules
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
Umberto to impart basic history about Vecna and Kas as described in the introduction. Learning about Umberto’s secret research topic counts as a secret for the purposes of the Power of Secrets rules
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
Umberto to impart basic history about Vecna and Kas as described in the introduction. Learning about Umberto’s secret research topic counts as a secret for the purposes of the Power of Secrets rules
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
area 12. 12. Tomb of a Failed Dragonpriest Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each
the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
area 12. 12. Tomb of a Failed Dragonpriest Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each
the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
area 12. 12. Tomb of a Failed Dragonpriest Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each
the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are two vials of antitoxin and a canister of healing spray (an aerosolized jar of Keoghtom’s Ointment). The android can answer basic questions related to biochemistry, the labs and their contents, and
aboard the ship, it attributes the destruction to malfunctioning androids and the vegepygmies that have since overtaken the ship. After revealing its plight, Aphelion asks the characters to help it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are two vials of antitoxin and a canister of healing spray (an aerosolized jar of Keoghtom’s Ointment). The android can answer basic questions related to biochemistry, the labs and their contents, and
aboard the ship, it attributes the destruction to malfunctioning androids and the vegepygmies that have since overtaken the ship. After revealing its plight, Aphelion asks the characters to help it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are two vials of antitoxin and a canister of healing spray (an aerosolized jar of Keoghtom’s Ointment). The android can answer basic questions related to biochemistry, the labs and their contents, and
aboard the ship, it attributes the destruction to malfunctioning androids and the vegepygmies that have since overtaken the ship. After revealing its plight, Aphelion asks the characters to help it






