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Returning 35 results for 'before blast diffusing covering ready'.
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Magic Items
Acquisitions Incorporated
produces prewritten and signature-ready contracts at your request, covering most common contractual needs. It also occasionally produces sticky notes printed with useful information and inspirational
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brain.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area
must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and be
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
murals covering the walls.
The remains of toys, dolls, and furnishings sized for children lie shattered about the room. The murals are creepy in the style of children’s art. Sanctuary Door. The door
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle Begins When the characters are ready, Darrett or a militia member guides them into line with the other Vogler troops. Read the following description: After much laughter and jostling, the
, a reenactor hoots and yells, “Let’s send those Istarian rats running!”
A moment later, a trumpet blast signals the start of the battle. “For Istar!” yells the mercenaries’ leader, a tall half-ogre
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
6. Loot This central chamber is where the loot to be sold or transported is packaged and stored. When ready, it’s carried down to the shore, loaded onto ships operated by the Cult of Talos, and taken
thunder damage on a failed save, or half as much on a success. The creatures within the blast radius are also covered in green ink that only comes off with repeated scrubbing over the course of months
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and the train is ready to go, read the following text: Machinery whirs and clicks as the train shudders and creeps forward, gradually picking up speed. Another horn blast signals that the Concordant Express is once again on the move.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Meeting in the Mists Once the players are ready to begin, explain that they’ve each chosen to follow the message’s directions. Then read the following boxed text: Following the directions in the
around it, revealing itself to be a pair of mighty black wings. With one powerful motion and a blast of chill air, the wings sweep and the vague figure is gone.
The characters have no way of knowing
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Starting the Adventure Once the players are ready to begin, explain to them that their characters are among a group of travelers on the road headed into one of Theros’s great poleis. They don’t need
to know each other before this scene, but it’s fine if they do. Once the players are ready, read or paraphrase the following text: The sun sinks low in the west, stretching shadows across the well
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brine pool, where it grows into an elder brain over a few days. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its body
. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
of any creatures they might have killed or destroyed, he is ready for their arrival. After everyone has entered the chamber, Gar surreptitiously (but rapidly) grows the coral over the entrance
suppresses this effect for 1 minute. To leave this chamber, the characters will have to cut their way out or move through the coral blocking the entrance. The coral covering the entrance has has AC 15, 40
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
on saving throws against any effect that turns undead.
Actions
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). The
Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders. Dragon’s Den. The dragon sleeps
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high
. It appears to have been a man of taller than average stature, obviously of great importance. Gems and other small adornments of obvious value lie on and around the body. Covering the skull is a mask
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
it, but the creatures are gricks agitated by the draconians’ presence. Into the Cave Once the characters are ready, Grasha takes them to the entrance of Bluemaw Cave. Grasha won’t go beyond the
a character can determine with a successful DC 13 Intelligence (Arcana or Nature) check. If a crystal is dealt lightning damage, it explodes in a dazzling blast, dealing 7 (2d6) lightning damage to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
bridges rises in the distance. A cloud of spores falls gently from the sky, covering everything in a fine layer of the substance.
A tall creature beckons with a smile. Her body’s top half vaguely
reliefs.
This is Xanthoria’s space for meditation and relaxation. The murals covering the lower chamber’s walls are truly disturbing; their colors, textures, and patterns are nauseating to behold. Any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
covering the walls depict several myths known throughout the region. Any of the legends mentioned in the “Tletepec” section at the end of this adventure might be represented here, such as the tale of the
masonry of the shrine gives way to the natural formation of the volcano’s caldera. A blast of heat and gas billows off the lake of magma roiling here. At the magma’s edge stands a pair of ornate altars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
strength. 7. Guest Cavern A torch-lit place adorned with tapestries, this comfortable chamber has skins and hides covering the floor and a bed heaped with soft pelts. Furnishings include a chest, a bag
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Modrons” above. If the characters disturb any tarp covering a monodrone, the constructs all spring to life, whirring and clanking. Issuing a metallic cry of “Intruders!”, the replica monodrones attack
opens, and a blast of musty, dust-choked air spills out from the room beyond. That dusty chamber holds three creatures that look like inverted pyramids with mechanical arms and legs, and another
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl’s head is a pair of curved goat horns. A
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8) cold damage on a failed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
crash out of the jungle 2 rounds later, ready to fight whatever they meet. 5. Latrines During the attack on the camp, one templar’s courage failed him, and he hid from the undead by climbing down into
door, magical flames blast out from the walls. Every creature on the terrace when the flames appear must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
). It will not be ready for occupation until this level has been flooded. The miner’s pick is one of the construction workers’ tools. The open coffer is empty. 4. Champion’s Quarters Dark green tiles
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
— and she wants nothing to do with it. Minghee wants to travel, see the world, and make a name for herself, settling down only when she’s ready. She works at the coster reluctantly, and tells anyone
whatever else you can think of. Tracking down and defeating Stuuzant is no easy task, however. She is friends with a pair of dire wolves, and is mostly successful at covering her tracks after her
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Incredible): Purveyor of antiques and imports A skeleton draped in rags lies atop a marble slab in the center of the crypt. Piled all around it, covering the floor, are heaps of old baskets
, covering the entire floor, are thousands of empty wine bottles. Each bottle’s label shows that it is from the Wizard of Wines winery, and the label names the wine inside: Champagne du le Stomp, Red
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
heat and hears a crackling roar. A blast of heat escapes as the door opens. A howling creature of flame roils at the center of a soot-streaked stone chamber whose walls are lined with glowing runes
each pit. The horizontal field can hold the weight of any number of characters. Gravity Trap. Any creature that enters the room and walks across the invisible field covering one of the open pits
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
550 pounds. When opened, the sarcophagus vents a blast of stale air and triggers its second magical warding. Each creature within 5 feet of the sarcophagus that is not a construct or an undead must
-eye tattoo, which glows with a pulsing white light. “I have waited for so long,” Valin Sarnaster says with a thin smile. “Now we will discover if you are ready.”
Valin challenges the characters
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
here, Luskar the Frost Giant and his pet Rhinoceros come to investigate from their quarters (area D14), ready for a fight. D14: Giant Quarters If Luskar and his rhinoceros are encountered in area D13
. D16: Trophy Cave Ed Kwong A river churning with ice chunks flows at the west end of this enormous cavern, running amid heaps of coins covering the frozen stone floor. Around the cavern’s perimeter
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
already stocked with plates, mugs, and lots of knives, and a few rooms upstairs are ready to rent out to travelers. Worn Carriage and Horses. This humble, worn carriage, previously owned by a now-defunct
. Hit: 16 (3d10) bludgeoning damage. Lighthouse Energy Blast. Magical power can be focused through a lighthouse beacon, requiring 1 round to gather energy and aim. The following round, the energy can be
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
who used this chamber didn’t only spar with each other; they also tested their prowess against three suits of magically animated plate armor sized for dwarves. These constructs still stand ready to
Malinia’s work. The cultist is quick to send the gemmules into battle, supporting them from her high perch with Nightmare Blast attacks. T18: Cleansing Chamber Standing in a circle in the middle of this
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the
the next 24 hours.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
curses the characters, denouncing them as spies of Usamigaras. The guardians defend their leader with fervor, covering Kanadius’s retreat as he attempts to flee through a trapdoor under his throne to
large wicker basket, filled with coins and gems, rests on the floor. Two horned vipers (poisonous snakes) hide in the basket, ready to strike. Treasure. The basket contains 300 sp and five jasper
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
entertaining. This area has the following features: A magically lit, circular chamber has a thin layer of blood-soaked sand covering the floor and stone buttresses supporting its 40-foot-high domed ceiling
Freth. The mind flayer is getting ready to implant an intellect devourer in Zaibon’s skull, then use him to undermine the drow plot and foment war between the drow houses. (Were Zaibon less useful, the






