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Returning 35 results for 'been blowing diffusing cloud reflections'.
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Essence of Ether (Inhaled)
Legacy
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Equipment
if another creature takes an action to shake it awake.
Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5
-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Malice (Inhaled)
Legacy
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Equipment
that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Monsters
Bigby Presents: Glory of the Giants
, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.
Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view
their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms.Poison
Burnt Othur Fumes (Inhaled)
Legacy
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Equipment
successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the
powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Monsters
Icewind Dale: Rime of the Frostmaiden
can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.
While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Equipment
within gift bouquets, allowing it to convey her message later.
Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a
5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The
resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the
gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The
resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the
gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Advantage on the saving throw or dealing only half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot Cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the
gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
half as much damage on a failed save. Inhaled. Poisonous powders and gases take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot Cube to its effect. The
resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain
their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind’s
addition to or instead of the effects described in the Monster Manual: Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon’s lair. It changes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind’s
addition to or instead of the effects described in the Monster Manual: Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon’s lair. It changes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind’s
addition to or instead of the effects described in the Monster Manual: Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon’s lair. It changes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
both below and above. They held sway over the oceans from undersea fortresses and lorded over the land from castles in the sky. Cloud giants built immense floating cities and served the storm giants
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
both below and above. They held sway over the oceans from undersea fortresses and lorded over the land from castles in the sky. Cloud giants built immense floating cities and served the storm giants
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
both below and above. They held sway over the oceans from undersea fortresses and lorded over the land from castles in the sky. Cloud giants built immense floating cities and served the storm giants
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other paths to power. Cloud Giant Smiling One Cloud giants aren’t, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other paths to power. Cloud Giant Smiling One Cloud giants aren’t, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other paths to power. Cloud Giant Smiling One Cloud giants aren’t, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their






