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Returning 35 results for 'before blade devours completed rush'.
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Magic Items
Infernal Machine Rebuild
the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)
A small jade
version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Developments The information in areas T5, U2, and U4 gives a clear picture of the ritual Murgaxor is conducting, where he’s conducting it, and when it will be completed. The characters can rush to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Developments The information in areas T5, U2, and U4 gives a clear picture of the ritual Murgaxor is conducting, where he’s conducting it, and when it will be completed. The characters can rush to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Developments The information in areas T5, U2, and U4 gives a clear picture of the ritual Murgaxor is conducting, where he’s conducting it, and when it will be completed. The characters can rush to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the weapon during the time frame of the adventure to intimidate the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the weapon during the time frame of the adventure to intimidate the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the weapon during the time frame of the adventure to intimidate the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to
use the weapon as his own phylactery.) A small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
.
Relga the Blade. “I’ve been robbing coaches on the trade roads since I was knee-high.” Vilcoth Vayne. “I run protection for three streets in lower Geoff.” The Opal Fang. “I took down the Graveyard
tables covered with bubbling alembics, partially completed scrolls, and other arcane paraphernalia. A barely simmering cauldron of blue liquid on the far side of the room emits the heady scent of spices
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
blade. Presenting the Sword To redeem Zariel, the characters must possess the Sword of Zariel. Bringing the sword within 10 feet of Zariel causes the weapon to glow brighter, then levitate to hover
this blade once more in its service.”
The archdevil’s words hang in the air for a silent moment, and she glances upward in agonized uncertainty. Then Zariel is bathed in a brilliant wash of radiant
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
blade. Presenting the Sword To redeem Zariel, the characters must possess the Sword of Zariel. Bringing the sword within 10 feet of Zariel causes the weapon to glow brighter, then levitate to hover
this blade once more in its service.”
The archdevil’s words hang in the air for a silent moment, and she glances upward in agonized uncertainty. Then Zariel is bathed in a brilliant wash of radiant
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
blade. Presenting the Sword To redeem Zariel, the characters must possess the Sword of Zariel. Bringing the sword within 10 feet of Zariel causes the weapon to glow brighter, then levitate to hover
this blade once more in its service.”
The archdevil’s words hang in the air for a silent moment, and she glances upward in agonized uncertainty. Then Zariel is bathed in a brilliant wash of radiant
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
forces. When intruders enter the vestibule, the three driders rush into melee while Althein and Vendrasha hang back to support the driders. The driders and elves fight to the death. Rachazz doesn’t
saving throw or have the paralyzed condition until the start of Camlash’s next turn.
Actions
Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
forces. When intruders enter the vestibule, the three driders rush into melee while Althein and Vendrasha hang back to support the driders. The driders and elves fight to the death. Rachazz doesn’t
saving throw or have the paralyzed condition until the start of Camlash’s next turn.
Actions
Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
forces. When intruders enter the vestibule, the three driders rush into melee while Althein and Vendrasha hang back to support the driders. The driders and elves fight to the death. Rachazz doesn’t
saving throw or have the paralyzed condition until the start of Camlash’s next turn.
Actions
Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them
, and every such endeavor they undertake ends in this manner. A Blade Kept Sharp Despite the decadent lifestyle the githyanki indulge in, they remain in fighting shape. All are required to attend
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them
, and every such endeavor they undertake ends in this manner. A Blade Kept Sharp Despite the decadent lifestyle the githyanki indulge in, they remain in fighting shape. All are required to attend
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
endeavor for long. Tu’narath is littered with half-built sculptures, partially completed frescoes, and other unfinished works of all sorts. The githyanki simply abandon personal projects that bore them
, and every such endeavor they undertake ends in this manner. A Blade Kept Sharp Despite the decadent lifestyle the githyanki indulge in, they remain in fighting shape. All are required to attend
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
zombies that rush to consume entrants. B36: Slime Fountain This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow
burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers. Blade Traps. Three swinging blades are hidden in the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
zombies that rush to consume entrants. B36: Slime Fountain This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow
burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers. Blade Traps. Three swinging blades are hidden in the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
zombies that rush to consume entrants. B36: Slime Fountain This malodorous chamber is dominated by a polluted fountain sculpted into a five-foot-tall ziggurat. A spout atop the fountain dribbles yellow
burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers. Blade Traps. Three swinging blades are hidden in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust
): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust
): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust
): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall, jump, thunderwave
2nd level (2 slots): gust of wind
Unarmored Defense. While the hurricane is wearing no armor and