Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 22 results for 'before blend defusing continual rolling'.
Other Suggestions:
before blood defusing continues rolling
before blond defusing continues rolling
before blood defusing continue rolling
before been defying continue rolling
before blond defusing continue rolling
Species
Mordenkainen Presents: Monsters of the Multiverse
skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those
Backgrounds
Guildmasters’ Guide to Ravnica
have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
Species
Spelljammer: Adventures in Space
Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings
regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to
Species
Mordenkainen Presents: Monsters of the Multiverse
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi
as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Garden Features” section), while interior areas are brightly lit by Continual Flame spells. Secret Doors. Some doors in the palace blend in with their surroundings. A character who searches for a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Statue of Tharmekhûl A 12-foot-tall stone statue with continual flame spells cast on its eyes stands facing the exit in the middle of this 20-foot-high, domed chamber. The statue represents
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
manifests in that location. The surge lasts for 1 hour. Rolling on the Eldritch Surges table while a surge is already in effect causes the current surge to end. THE ENTITY
Krokulmar, the entity at the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
various objects upon which continual flame spells have been cast. Scurrying around the room is an otter dressed in a tiny red cassock. The otter mumbles to itself in Common, mentioning something about a
trinket, determined by rolling on the Trinkets table in chapter 5 of the Player’s Handbook. Traxigor doesn’t care if the character keeps the trinket or not, and doesn’t remember how or when he acquired it.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
feet high, and the caves are lit by continual flame spells cast on wall sconces. T1. Watchtowers Three of these rickety structures stand in a line running west to east, and each is 20 feet tall. Sentry
Door. A character who searches the northernmost wall of the cave and succeeds on a DC 15 Wisdom (Perception) check finds a door disguised to blend in with the surrounding stone. This 5-foot-wide, 10
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
into them. Ceilings. The ceilings are 10 feet high and gently curved and smoothed like the walls. Light. All areas are lit by continual flame spells cast on wall sconces. Scry-Proof. Any attempt to
the area and succeeds on a DC 15 Wisdom (Perception) check finds a door disguised to blend with the surrounding stone. This 5-foot-wide, 10-foot-tall stone door opens into a hallway that ends at another
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
lamps housing magical flames shed dim light. The walls are covered in moss and lichen. The tunnel is dimly lit by small continual flame beacons positioned every 30 feet or so on alternating sides of the
the undercity. For each hour the party spends in the sewers, roll a d20. On a 15 or higher, the party has an encounter determined by rolling on the Sewer Encounters table. Sewer Encounters d20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature that touches the gem must succeed on a DC 23 Charisma saving throw or succumb to a form of indefinite madness, as determined by rolling on the Madness of Fraz-Urb’luu table in appendix D. A
streams flowing through the cavern and into the Darklake.
Light. Mantol-Derith is brightly lit by continual flame spells and crystals in the walls that reflect the light. A network of walkways and small plazas crisscross the rocky ground of the outpost, paved with crushed crystals that also reflect light.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
Icicles hang from the rafters of this ice-glazed hall, which is illuminated by bluish continual flame spells. An ivory drinking horn rests atop a frozen table in the middle of the room. South of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) that makes him want to please his mistress, Yantha Coaxrock, and also causes him to be deathly afraid of her. He uses his Stone Camouflage feature to blend in with the rocky terrain, afraid that the drow
contains 2d6 crystal vials of exotic perfume worth 100 gp each, 3d6 crystal bottles of distilled beverages worth 25 gp each, 1d4 magic items (determined by rolling on Magic Item Table A in chapter 7 of the
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook
, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
lit by blue continual flame spells cast on seashells and other objects embedded in the walls. Walls and Doors. The shrine’s walls and doors are made of solid stone. Except for the door in area C1, the
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
poison damage. Every time the mycelium takes damage, a random effect occurs as determined by rolling on the Mycelium Effects table. Mycelium Effects d6 Effect 1–2 The mycelium lashes out and makes
grove and laboratory. She has called a nalfeshnee named Danjak to her service. Danjak is an emissary of Zuggtmoy, and the demon’s form is crusted and interwoven with a riotous blend of molds, lichen
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
six yellow musk zombies (see appendix D) lurking among the trees and plants. The zombies blend in with their surroundings, and any character with a passive Wisdom (Perception) score lower than 12 is
who spends at least 10 minutes searching a garden terrace for treasure inevitably stumbles upon a hidden creature or exotic plant, determined by rolling a d20 and consulting the Garden Discoveries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
lit by continual flame spells cast on wall sconces. X34a. In the middle of this tomb rests a gold marble sarcophagus, its lid carved in the likeness of a long-haired human wizard who wears a robe
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the grapple.
Rolling Hills (Recharge 6). The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet
inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume






