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Returning 12 results for 'been breeze diffusing cure refuge'.
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Monsters
The Book of Many Things
, Dispel Magic, Invisibility
1/day each: Mass Cure Wounds, RevivifyPazrodine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at
refuge, she greets them and happily answers their questions about the market. The dragon has a soothing voice and demeanor.Lair Actions
The entire Seelie Market is Pazrodine’s lair. Pazrodine&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair can create the
following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
attack. Teocín. The cultist Teocín uses this laboratory to research ways to corrupt the magic of the Night of the Remembered. Itzmin has convinced Serapio that Teocín is trying to find a cure for him
Citlán Eerie scrawls cover the walls of this long, straight tunnel. A breeze flows from that darkness, carrying a faint scent of smoke. Foul-looking feathers litter the floor, and claw marks gouge the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm
as far as the dryad’s grove (area H36) before taking refuge in this cave. The nothics use their Weird Insight to glean secrets from the characters. They are reluctant to provoke a well-armed group of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire. Beyond their coloration, ki-rins
the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
decent town after another, he finally sought refuge in an old outlaw’s lair he discovered near Lance Rock. There he commenced his newest round of experiments, avoiding all other living souls. What few
, shillelagh, thaumaturgy
1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals
2nd Level (3 slots): barkskin, spike growth, spiritual weapon
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in need can find refuge and a warm meal. Hands of Havoc. Arson and vandalism are tools of the trade for the Hands of Havoc, a faction of rebels. In other wards, the Wreakers’ destructive activities
breeze with each other. Heat rises through vents in the taproom’s drab-tiled floors to warm banged-up metal tables, their surfaces marred by blades and stained with dried blood. The watering hole’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
claim south to Refuge Bay. No one (including the merchant princes of Port Nyanzaru) has the force in Chult to dispute this claim. So within its territory, the Flaming Fist does as it pleases, including
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Fiend’s Ante. A crackling crimson portal leads to area P4. Shemeshka’s Portal. An unopened, golden portal stands in an empty alcove to the north. This portal leads to Shemeshka’s refuge. This portal can’t
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with caves, wherein the natives take refuge should the village come under attack. The caves are furnished and well-stocked with preserves. Jalanthar boasts just one amenity for travelers. The Crowing
components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, druidcraft, speak with animals
2/day each: animal messenger, cure wounds, dispel magic, entangle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows,cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze
scrolls: command, cure wounds (2nd level), inflict wounds (2nd level), and guiding bolt (2nd level). RANDOM ENCOUNTERS
In areas 13 and beyond, monsters move through the halls of the Sunless Citadel. For






