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Returning 18 results for 'been blasting diffusing clawing remains'.
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Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
long as the barrier remains.
Face
Charges
Effect
1
1
Gases, wind, and fog can't pass through the barrier.
2
2
Nonliving matter can't pass through the barrier. Walls, floors
or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item
Charges Lost
Disintegrate
1d12
Horn of blasting
1d10
Passwall
1d6
Prismatic spray
1d20
Wall of fire
1d4
Species
Van Richten’s Guide to Ravenloft
resurrected, but something went wrong.
2
Stitches bind your body’s mismatched pieces, and your memories come from multiple different lives.
3
After clawing free from your grave, you realized
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the cube, you can’t move any closer to that object as long as the barrier remains. Cube of Force Faces Face Charges Effect 1 1 Gases, wind, and fog can’t pass through the barrier. 2 2 Nonliving
spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
mask, the process of influencing a dragon remains arduous and dangerous—though the payoff is enormous. These relics give their wearers the ability to communicate with dragons, but more importantly, they
any cause—Tiamat included. A dragon caught in a losing battle takes any escape that presents itself, most often simply soaring away. This changes during the final showdown at the Well of Dragons, however, when Tiamat can be seen clawing her way through the portal from the Nine Hells.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
mask, the process of influencing a dragon remains arduous and dangerous—though the payoff is enormous. These relics give their wearers the ability to communicate with dragons, but more importantly, they
any cause—Tiamat included. A dragon caught in a losing battle takes any escape that presents itself, most often simply soaring away. This changes during the final showdown at the Well of Dragons, however, when Tiamat can be seen clawing her way through the portal from the Nine Hells.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mask, the process of influencing a dragon remains arduous and dangerous—though the payoff is enormous. These relics give their wearers the ability to communicate with dragons, but more importantly, they
any cause—Tiamat included. A dragon caught in a losing battle takes any escape that presents itself, most often simply soaring away. This changes during the final showdown at the Well of Dragons, however, when Tiamat can be seen clawing her way through the portal from the Nine Hells.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
object as long as the barrier remains. Charges Effect 1 Gases, wind, and fog can’t pass through the barrier. 2 Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass
the table below. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4
Compendium
- Sources->Dungeons & Dragons->Divine Contention
remains of a different noble family of Uthtower. Their bones are interred inside niches in the walls, which are 3 feet wide, 3 feet high, 9 feet deep, and stacked three high along the walls. When
hall contains a heap of treasures that Cult of Myrkul have left as offerings to the dragon. Treasure. The treasures gathered here comprise 14,000 gp, 1,750 pp, ten jet gemstones worth 100 gp each, two potions of supreme healing, a potion of storm giant strength , and a circlet of blasting.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
legions with beams of red light radiating from their mouths. But as the colossi were beginning to turn to the lands outside Cyre, the Mourning came, and the colossi perished. Now their remains lie, like
of elemental rock, blasting out elemental air to deflect ranged attacks, and so on. The captain of the colossus could control all this weaponry through the docent network, but for optimal performance
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hall has a row of pillars on either side, supporting elegant arches and framing colorful frescoes on the east and west walls. Rubble from the remains of immense stone doors lies to the north. A smaller
Zumzn in the northwest chamber. Sarcophagi. The sarcophagus in the southwest holds the remains of Kh’krai, and the one in the southeast holds the remains of Suthket. They were buried with honor despite
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings
blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the earth. Before it stand a few twig blights; a heavily armored, young human male with a shield and sword; a blonde, young
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reveals that each one contains what appears to be a 10-foot cube of ice. One of the cubes has a humanoid skeleton—the remains of High Evoker Zadulus—suspended inside it. These blocks of ice are, in
interior walls are sculpted with impressions of humanoid forms pressing out from within—clawing hands and howling faces, captured in stone forever.
As Ythryn was about to fall out of the sky, High
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
skulls shattered and caved in.
The bones are the remains of three duergar, ghastly remnants of the illithids’ invasion long ago. A character who studies the bodies and succeeds on a DC 16
lowest scaffolding. They mimic the mining they did in life, clawing at the rock in search of precious material. Fixated on the rock wall, the feral ashenwights become hostile toward anyone who attacks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
cold have not been kind to them.
Most of the books and scrolls that litter the floor have been ruined by centuries of disuse, but adventurers who search the remains unearth two survivors: a scroll
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see “Treasure” below). It remains suspended in the air above the dais even if the statue on the dais is destroyed. Slaad Guardian. An invisible gray slaad in its true form appears near the dais when
slaad keeps it, turns invisible, remains in this room, and defends itself if attacked. It can be harmed by the dancing statues. Zybilna pressed the slaad into service, and it does her bidding if she’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
eight schools of magic. The liquid isn’t poisonous or harmful, and it never runs dry as long as the goblet remains in the auditorium. A humanoid that drinks from the goblet gains a supernatural charm (see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
determined attackers. Six zombies guard this place, lying among the remains of the long-dead priests and monks who first built it. The creatures obey Renwick, who ordered them to defend the crypt against
, powerful claws, and four eye sockets — but two of its eyes have been put out, and its claws are bronze blades. The creature bellows and thrashes in rage, constantly testing the bars and clawing at the






