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Returning 35 results for 'becoming blast diffusing court realms'.
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Monsters
Phandelver and Below: The Shattered Obelisk
Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.
Unarmed Strike. Melee Weapon Attack
.
Nightmare Blast. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Nightmare Blast"} to hit, range 60 ft., one creature. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType
Mind Flayer Lich (Illithilich)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th
target by extracting and devouring its brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Mind Blast"}. The lich magically emits psychic energy in a 60-foot cone
Monsters
Icewind Dale: Rime of the Frostmaiden
., one target. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2","rollType":"damage","rollAction":"Laser Pistol","rollDamageType":"radiant"} radiant damage.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
’s virtue. In some courts, the final step to becoming a knight involves being judged by that court’s relic. Each court believes the virtue associated with its own relic is paramount, though
Knightly Virtue. The knight has one of the following traits, depending on the court it serves:
Courage (Embereth). The knight has advantage on Wisdom checks and Wisdom saving throws.
Knowledge
classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
Eberron: Rising from the Last War
","rollAction":"Rejuvenation"} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.
Spellcasting. Illmarrow
court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh.
But
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
replacing all life with everlasting death.
A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot
’s first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to the
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
races
realms in perpetual disgrace, not belonging anywhere. However, they have one redoubt of their own, the Court of Golden Oak (see Chapter 6 of Book of Ebon Tides).
The few sable elves that remain possess
Classes
Sword Coast Adventurer's Guide
the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include
classes
Sword Coast Adventurer's Guide
the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
In the Realms, Undying patrons include
classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
be lost to the oblivion that is Dolurrh. The wisest and most accomplished elves are preserved after death, becoming members of the Undying Court. The devotion of the living elves sustains the Undying
Undying Court Our greatest champions and sages will never be lost to us. Their wisdom guides us, and their power protects us all. Honor our past. Respect our traditions. Perfect your skills and you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
be lost to the oblivion that is Dolurrh. The wisest and most accomplished elves are preserved after death, becoming members of the Undying Court. The devotion of the living elves sustains the Undying
Undying Court Our greatest champions and sages will never be lost to us. Their wisdom guides us, and their power protects us all. Honor our past. Respect our traditions. Perfect your skills and you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
be lost to the oblivion that is Dolurrh. The wisest and most accomplished elves are preserved after death, becoming members of the Undying Court. The devotion of the living elves sustains the Undying
Undying Court Our greatest champions and sages will never be lost to us. Their wisdom guides us, and their power protects us all. Honor our past. Respect our traditions. Perfect your skills and you
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Becoming a Calciform Creature The eclipsed realms might not look dangerous, but they are among the most perilous places in Lorwyn-Shadowmoor. Individuals in an eclipsed realm endure the ongoing clash
of opposing magical forces. This contradiction saps travelers of emotions and eventually of their will to live. A creature that stays in eclipsed realms too long turns into a “calciform creature,” or
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Becoming a Calciform Creature The eclipsed realms might not look dangerous, but they are among the most perilous places in Lorwyn-Shadowmoor. Individuals in an eclipsed realm endure the ongoing clash
of opposing magical forces. This contradiction saps travelers of emotions and eventually of their will to live. A creature that stays in eclipsed realms too long turns into a “calciform creature,” or
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Becoming a Calciform Creature The eclipsed realms might not look dangerous, but they are among the most perilous places in Lorwyn-Shadowmoor. Individuals in an eclipsed realm endure the ongoing clash
of opposing magical forces. This contradiction saps travelers of emotions and eventually of their will to live. A creature that stays in eclipsed realms too long turns into a “calciform creature,” or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
warfare and slaughter, he settled in the remote valley of Barovia and built a castle on a towering pinnacle. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and
Queen
Summer Queen, The Titania, the Summer Queen, is the regal and charismatic ruler of the Summer Court in the Feywild (see chapter 6). Perhaps the mightiest of the archfey, she can ripen a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
warfare and slaughter, he settled in the remote valley of Barovia and built a castle on a towering pinnacle. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and
Queen
Summer Queen, The Titania, the Summer Queen, is the regal and charismatic ruler of the Summer Court in the Feywild (see chapter 6). Perhaps the mightiest of the archfey, she can ripen a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
warfare and slaughter, he settled in the remote valley of Barovia and built a castle on a towering pinnacle. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and
Queen
Summer Queen, The Titania, the Summer Queen, is the regal and charismatic ruler of the Summer Court in the Feywild (see chapter 6). Perhaps the mightiest of the archfey, she can ripen a
Monsters
Fizban's Treasury of Dragons
snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms
in a game of dragonchess that has been going on for centuries.
2
An ancient dragon turtle serves as counsel to an empyrean court, tempering the Celestials’ passions with the dragon turtle
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Djaynai and Janya The following truths are known to people who dwell in Djaynai or Janya, and to travelers who spend time in those realms. Those above and below the sea share similar cultures
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Djaynai and Janya The following truths are known to people who dwell in Djaynai or Janya, and to travelers who spend time in those realms. Those above and below the sea share similar cultures
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Djaynai and Janya The following truths are known to people who dwell in Djaynai or Janya, and to travelers who spend time in those realms. Those above and below the sea share similar cultures
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
classes
Basic Rules (2014)
exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Carp, Sard Elephant, or the Dawn Avatars associated with the Radiant Citadel’s other missing founding civilizations. Recently, agents of the Court of Whispers rediscovered paths to the lands known as the
Tayyib Empire and Umizu. When peoples from those realms arrived at the Radiant Citadel, the Pearl Carp and the Sard Elephant awakened, and representatives have since joined the Speakers for the






