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Returning 10 results for 'before beyond during combining resided'.
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Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
style of research: keep adding energy until something blows up, then observe the results.
— Doug Beyer, Return to Ravnica: The Secretist
The Izzet are obsessive experimenters, combining a keen
, remains its guildmaster, just as the guild continues to fulfill its original mission (even as its experiments go far beyond the guild’s original mandate).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
oppressive gloom of the Underdark is replaced by light and a sense of openness that brings back memories of the surface world. The corridor beyond the gates is wide enough for ten people to walk side by side
formations combining to create a warm and inviting illumination. Looking down is a dizzying experience. Staircases connect to different levels below, and you soon lose count of how far down they go
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Brain in a Jar Through rituals combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being is encased in a glass jar filled with preserving fluids and the liquefied goop
Immunities poison
Condition Immunities exhaustion, paralyzed, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10; see also “Detect Sentience” below
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brain in a Jar Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with
)
CHA
15 (+2)
Saving Throws Int +6, Cha +4
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, combining her spirit with the light of the Silver Flame to bind the demon once more. Now Tira serves as the Voice of the Flame, helping others find the light. Anyone who seeks to protect the innocent
position of the Church. Now eleven years old, Jaela Daran continues to astound all who encounter her. She possesses poise and wisdom beyond her years, and she displays the blend of courage and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
edge of this cave, combining into a narrow stream that trickles out the entrance.
Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
collapsed tunnel, blocked by rubble, eventually leads to a derro stronghold in the Underdark. The stronghold and its contents are beyond the scope of this story but could inspire an additional adventure if, by some means, the party reaches this tunnel.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
reflection as shown in the carvings, then tries to petrify them. T4: Priest Quarters Most of this small room collapsed long ago, forming a narrow passage through the earth into the area beyond. A stone bed
draped with furs is the only furnishing here to have survived the collapse.
A lesser priest charged with tending the chapel resided here long ago; it’s now where Honna sleeps. The collapse formed a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
toward daylight to the east and leads upstream into darkness toward the west.
Six ghouls lurk in the waters just beyond the boat landing. They have orders to make sure that only cultists proceed to the
Crushing Wave. Spotting the ghouls in the inky water requires a successful DC 17 Wisdom (Perception) check. All six ghouls spend their first action of any combat combining their efforts to overturn a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
enclave down upon the characters if she learns they are members of a franchise. Beyond the double doors is an enormous rectangular hall, easily fifty feet wide and over a hundred feet long, with smaller
wand blinks with blue and green light and is a failed experiment at combining a wand of fireballs and a wand of lightning. It functions as a wand of fireballs, except it has only two charges per day






