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Returning 35 results for 'been blasting diffusing common respond'.
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been blessing diffusing common response
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Silent Alarm Wondrous Item, Common This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of
your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn. Conceptopolis Horn of Blasting, Immovable Rod, Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
of the Temple of Elemental Evil. No matter which disasters and events the characters choose to respond to, the solution to the region’s woes lies in the great dungeon below the Sumber Hills.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
of the Temple of Elemental Evil. No matter which disasters and events the characters choose to respond to, the solution to the region’s woes lies in the great dungeon below the Sumber Hills.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
of the Temple of Elemental Evil. No matter which disasters and events the characters choose to respond to, the solution to the region’s woes lies in the great dungeon below the Sumber Hills.
Goblin
Legacy
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Species
Volo's Guide to Monsters
circlet of blasting, or the like) and learned how to use it.
Booyahg Whip. Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblins
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common
Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion. Replicable Items (2nd-Level Artificer) Magic Item Attunement
Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide
levitation Yes Boots of speed Yes Bracers of defense Yes Cloak of the bat Yes Dimensional shackles No Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion. Replicable Items (2nd-Level Artificer) Magic Item Attunement
Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide
levitation Yes Boots of speed Yes Bracers of defense Yes Cloak of the bat Yes Dimensional shackles No Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion. Replicable Items (2nd-Level Artificer) Magic Item Attunement
Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Communication and Disposition In this adventure, the queen, the subchief Irhtos, the shamans, and the scaleshields can speak and understand the Common tongue. The aged lizardfolk minister, Sauriv, is
fluent and literate in Common. All other lizardfolk speak only Draconic and are illiterate. The lizardfolk in this colony are nervous and on edge, fearful of an imminent sahuagin invasion. In
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Communication and Disposition In this adventure, the queen, the subchief Irhtos, the shamans, and the scaleshields can speak and understand the Common tongue. The aged lizardfolk minister, Sauriv, is
fluent and literate in Common. All other lizardfolk speak only Draconic and are illiterate. The lizardfolk in this colony are nervous and on edge, fearful of an imminent sahuagin invasion. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide
levitation Yes Boots of speed Yes Bracers of defense Yes Cloak of the bat Yes Dimensional shackles No Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common
Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common
Gem of seeing Yes Horn of blasting No Ring of free action Yes Ring of protection Yes Ring of the ram Yes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Communication and Disposition In this adventure, the queen, the subchief Irhtos, the shamans, and the scaleshields can speak and understand the Common tongue. The aged lizardfolk minister, Sauriv, is
fluent and literate in Common. All other lizardfolk speak only Draconic and are illiterate. The lizardfolk in this colony are nervous and on edge, fearful of an imminent sahuagin invasion. In
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlbears’ hunting, eating, mating, fighting, and living habits requires a successful DC 12 Intelligence (Nature) check. Owlbear Companions. Writing short essays on common methods for taming, training, and
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlbears’ hunting, eating, mating, fighting, and living habits requires a successful DC 12 Intelligence (Nature) check. Owlbear Companions. Writing short essays on common methods for taming, training, and
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlbears’ hunting, eating, mating, fighting, and living habits requires a successful DC 12 Intelligence (Nature) check. Owlbear Companions. Writing short essays on common methods for taming, training, and
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Gnoll flesh gnawers 2d4 Warriors (common gnolls) 6d6 Hyenas 4d6 War Band Leadership d6 Leader Number Appearing Modifier 1 Flind Double 2–4 Gnoll pack lord None 5–6 None Halve Special Creatures
of nets to take captives for feasting later 7 Leader has a powerful item, such as a horn of blasting 8 Actions magically controlled by a spellcaster Demonic Influence d12 Demonic Influence 1 Food
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
demon lords’ armies, serving as foot soldiers in the Abyss’s endless warring. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords
bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They’re stubborn, they’re vicious, and they rarely go down without bashing you several times in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armaments Tables Armaments—Common 1d100 Item 01–10 Armor of Gleaming 11–20 Cast-Off Armor 21–30 Dread Helm 31–40 Moon-Touched Sword 41–50 Shield of Expression 51–60 Silvered Weapon 61–70
Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and must respond to summons and commands from the wearer of the spurs. Narzugon
Medium fiend (devil), lawful evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft
120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
demon lords’ armies, serving as foot soldiers in the Abyss’s endless warring. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords
bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They’re stubborn, they’re vicious, and they rarely go down without bashing you several times in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
,” “level 2,” or “level 3” in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesn’t respond to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
,” “level 2,” or “level 3” in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesn’t respond to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make






