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Returning 35 results for 'been blue diffusing content reason'.
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monsters
whips around a feline face, revealing piercing blue eyes that can freeze foes with a single glance. Compared to its desert-dwelling cousins, this sphinx is far less likely to be defeated with reason or
Monsters
Mordenkainen's Fiendish Folio Volume 1
devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable.
Vexing Scavengers. Khargras are
metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending
Monsters
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N’baza, an
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
Monsters
Icewind Dale: Rime of the Frostmaiden
form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Compendium
- Sources->Dungeons & Dragons->Monster Manual
correspond. Flumph Colors and Emotions Color Emotion Blue, Dark Sadness Blue, Light Happiness Green Curiosity Magenta Unknown* Orange Confusion Pink Amusement Purple Fear Red Anger Teal Serenity Yellow
ft.; Passive Perception 12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
has access to lair actions, and characters might encounter the beholder’s regional effects as well. Characters who don’t visit Xanathar’s lair in the course of this adventure might have reason to do
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
has access to lair actions, and characters might encounter the beholder’s regional effects as well. Characters who don’t visit Xanathar’s lair in the course of this adventure might have reason to do
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
. A lever on the south wall controls the portcullis north of area 13.
17: Trash Disposal The eastern door to this chamber is blue.
Wide chutes along the edges of this room’s floor connect to the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
. A lever on the south wall controls the portcullis north of area 13.
17: Trash Disposal The eastern door to this chamber is blue.
Wide chutes along the edges of this room’s floor connect to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
has access to lair actions, and characters might encounter the beholder’s regional effects as well. Characters who don’t visit Xanathar’s lair in the course of this adventure might have reason to do
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
. A lever on the south wall controls the portcullis north of area 13.
17: Trash Disposal The eastern door to this chamber is blue.
Wide chutes along the edges of this room’s floor connect to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
correspond. Flumph Colors and Emotions Color Emotion Blue, Dark Sadness Blue, Light Happiness Green Curiosity Magenta Unknown* Orange Confusion Pink Amusement Purple Fear Red Anger Teal Serenity Yellow
ft.; Passive Perception 12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any
Compendium
- Sources->Dungeons & Dragons->Monster Manual
correspond. Flumph Colors and Emotions Color Emotion Blue, Dark Sadness Blue, Light Happiness Green Curiosity Magenta Unknown* Orange Confusion Pink Amusement Purple Fear Red Anger Teal Serenity Yellow
ft.; Passive Perception 12
Languages Understands Undercommon but can’t speak; telepathy 60 ft.
CR 1/8 (XP 25; PB +2)
Traits
Advanced Telepathy. The flumph perceives the content of any
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by a curious mix of Companions of Elturgard. The Companions — all paladins of gods such as Tyr, Torm, Helm, and Amaunator — tend to be either young firebrands or grizzled veterans content to sit by a
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by a curious mix of Companions of Elturgard. The Companions — all paladins of gods such as Tyr, Torm, Helm, and Amaunator — tend to be either young firebrands or grizzled veterans content to sit by a
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by a curious mix of Companions of Elturgard. The Companions — all paladins of gods such as Tyr, Torm, Helm, and Amaunator — tend to be either young firebrands or grizzled veterans content to sit by a
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
The keep seems old and worn, but new timbers and shingles suggest that repairs are underway. A white banner with a blue gauntlet flies over the keep.
The front gate is closed.
What happens next
depends on why the characters are here and how they approach. Peaceful Approach If the characters approach openly and politely ask for admittance for almost any plausible reason, the cultists welcome
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
The keep seems old and worn, but new timbers and shingles suggest that repairs are underway. A white banner with a blue gauntlet flies over the keep.
The front gate is closed.
What happens next
depends on why the characters are here and how they approach. Peaceful Approach If the characters approach openly and politely ask for admittance for almost any plausible reason, the cultists welcome
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
The keep seems old and worn, but new timbers and shingles suggest that repairs are underway. A white banner with a blue gauntlet flies over the keep.
The front gate is closed.
What happens next
depends on why the characters are here and how they approach. Peaceful Approach If the characters approach openly and politely ask for admittance for almost any plausible reason, the cultists welcome
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
star-shaped handle, two dials in red and blue, and two buttons of the same colors. Wall engravings behind the control panel show five groups of circles, with a small crystal embedded in the wall under
asserts that the blue controls are helpful and the red controls are baleful. (This is pure guesswork on his part.) Fretful Unkh thinks she can figure out what the controls do by studying them. If her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
star-shaped handle, two dials in red and blue, and two buttons of the same colors. Wall engravings behind the control panel show five groups of circles, with a small crystal embedded in the wall under
asserts that the blue controls are helpful and the red controls are baleful. (This is pure guesswork on his part.) Fretful Unkh thinks she can figure out what the controls do by studying them. If her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
star-shaped handle, two dials in red and blue, and two buttons of the same colors. Wall engravings behind the control panel show five groups of circles, with a small crystal embedded in the wall under
asserts that the blue controls are helpful and the red controls are baleful. (This is pure guesswork on his part.) Fretful Unkh thinks she can figure out what the controls do by studying them. If her
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
opposite to the thessalhydra’s zone, and for good reason. The human heart that sits within the construct is magically connected to the thessalhydra, tapping into the power of the Infernal Machine components
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
opposite to the thessalhydra’s zone, and for good reason. The human heart that sits within the construct is magically connected to the thessalhydra, tapping into the power of the Infernal Machine components
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
opposite to the thessalhydra’s zone, and for good reason. The human heart that sits within the construct is magically connected to the thessalhydra, tapping into the power of the Infernal Machine components
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Khargra The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers
reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up. Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are
Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/8 (25 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are
Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/8 (25 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are
Undercommon but can’t speak, telepathy 60 ft.
Challenge 1/8 (25 XP)
Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t






