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Returning 12 results for 'been bit defusing currents rite'.
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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
the ceiling is in Draconic and reads “First, shield thy heart with a wand from the Nether Oak.” This is a passage from the Rite of the Arcane Octad (see "Rite of the Arcane Octad"). Y5. Prison A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
the ceiling is in Draconic and reads “First, shield thy heart with a wand from the Nether Oak.” This is a passage from the Rite of the Arcane Octad (see "Rite of the Arcane Octad"). Y5. Prison A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
the ceiling is in Draconic and reads “First, shield thy heart with a wand from the Nether Oak.” This is a passage from the Rite of the Arcane Octad (see "Rite of the Arcane Octad"). Y5. Prison A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity’s rejuvenated supernatural vitality, which spontaneously created a habitable
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity’s rejuvenated supernatural vitality, which spontaneously created a habitable
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity’s rejuvenated supernatural vitality, which spontaneously created a habitable
to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
wind currents
7 1 cloud giant of Evil Air* (attitude: 1d4 + 1) terrorizing the skies
8 1 djinni (attitude: 1d12 + 2) examining shattered gargoyle remains
9 2d4 griffons (attitude: 1d10
+ 1) capering around a blasphemous idol
2 1 arcanaloth (attitude: 1d12) searching for a tempting bit of lost lore
3 2 chain devils (attitude: 1d6) suspending corpses on spiked chains
4
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
wind currents
7 1 cloud giant of Evil Air* (attitude: 1d4 + 1) terrorizing the skies
8 1 djinni (attitude: 1d12 + 2) examining shattered gargoyle remains
9 2d4 griffons (attitude: 1d10
+ 1) capering around a blasphemous idol
2 1 arcanaloth (attitude: 1d12) searching for a tempting bit of lost lore
3 2 chain devils (attitude: 1d6) suspending corpses on spiked chains
4
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
wind currents
7 1 cloud giant of Evil Air* (attitude: 1d4 + 1) terrorizing the skies
8 1 djinni (attitude: 1d12 + 2) examining shattered gargoyle remains
9 2d4 griffons (attitude: 1d10
+ 1) capering around a blasphemous idol
2 1 arcanaloth (attitude: 1d12) searching for a tempting bit of lost lore
3 2 chain devils (attitude: 1d6) suspending corpses on spiked chains
4
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
secret compartment in the cabinet holds a crystal ball of true seeing and a scroll describing the rite of reclamation (see the “Valin’s Victims” sidebar earlier in the adventure). T6. False Tomb Adjust
the area, but it might take a bit of practice for characters to get used to the effect. A creature that starts its turn in this area must make a DC 15 Dexterity check. On a failed check, the creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
secret compartment in the cabinet holds a crystal ball of true seeing and a scroll describing the rite of reclamation (see the “Valin’s Victims” sidebar earlier in the adventure). T6. False Tomb Adjust
the area, but it might take a bit of practice for characters to get used to the effect. A creature that starts its turn in this area must make a DC 15 Dexterity check. On a failed check, the creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
secret compartment in the cabinet holds a crystal ball of true seeing and a scroll describing the rite of reclamation (see the “Valin’s Victims” sidebar earlier in the adventure). T6. False Tomb Adjust
the area, but it might take a bit of practice for characters to get used to the effect. A creature that starts its turn in this area must make a DC 15 Dexterity check. On a failed check, the creature






