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Returning 35 results for 'before blocking diffusing contrast rest'.
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Monsters
Guildmasters’ Guide to Ravnica
equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
Blood Bond
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Kobold
Legacy
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races
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coming to their doorstep. North Market is one of the largest markets in Sharn, though in contrast to the Bazaar of Dura it mostly offers simple, everyday goods. Lower Northedge has a significant shifter
population. The Rat’s Nest is a tavern that caters to shifters, and the Bear’s Rest is an inn run by a family of shifters. Tooth & Nail is an apothecary specializing in the care of fangs and claws
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coming to their doorstep. North Market is one of the largest markets in Sharn, though in contrast to the Bazaar of Dura it mostly offers simple, everyday goods. Lower Northedge has a significant shifter
population. The Rat’s Nest is a tavern that caters to shifters, and the Bear’s Rest is an inn run by a family of shifters. Tooth & Nail is an apothecary specializing in the care of fangs and claws
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coming to their doorstep. North Market is one of the largest markets in Sharn, though in contrast to the Bazaar of Dura it mostly offers simple, everyday goods. Lower Northedge has a significant shifter
population. The Rat’s Nest is a tavern that caters to shifters, and the Bear’s Rest is an inn run by a family of shifters. Tooth & Nail is an apothecary specializing in the care of fangs and claws
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
mob, and the rest leap into the water and swim toward the two longships as they set sail. Once the thugs are defeated, the Moondancer takes aboard the rest of the citizens gathered at the docks—sixty souls in all—before shoving off. See chapter 2 for more information about the Moondancer and its crew.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
mob, and the rest leap into the water and swim toward the two longships as they set sail. Once the thugs are defeated, the Moondancer takes aboard the rest of the citizens gathered at the docks—sixty souls in all—before shoving off. See chapter 2 for more information about the Moondancer and its crew.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
mob, and the rest leap into the water and swim toward the two longships as they set sail. Once the thugs are defeated, the Moondancer takes aboard the rest of the citizens gathered at the docks—sixty souls in all—before shoving off. See chapter 2 for more information about the Moondancer and its crew.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Sharn Watch maintains a significant presence. The rest of Lower Dura, in stark contrast, has been left to rot. Ignored by the Watch, it is the domain of gangs and crime lords. The inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Sharn Watch maintains a significant presence. The rest of Lower Dura, in stark contrast, has been left to rot. Ignored by the Watch, it is the domain of gangs and crime lords. The inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Sharn Watch maintains a significant presence. The rest of Lower Dura, in stark contrast, has been left to rot. Ignored by the Watch, it is the domain of gangs and crime lords. The inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul casts an Artifact of power into this place, keeping it away from the rest of the multiverse for a time
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul casts an Artifact of power into this place, keeping it away from the rest of the multiverse for a time
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
this setback: perhaps the characters became lost in the woods or encountered an obstacle blocking their path. Add two more cards to the spread. Lost Gear. The characters lose their rations or are
unable to forage for food and water. Alternatively, they might lose nonmagical equipment, such as a bedroll, a tent, or a pack animal. Restless Night. The characters are unable to finish a long rest before resuming their travels the next day.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
this setback: perhaps the characters became lost in the woods or encountered an obstacle blocking their path. Add two more cards to the spread. Lost Gear. The characters lose their rations or are
unable to forage for food and water. Alternatively, they might lose nonmagical equipment, such as a bedroll, a tent, or a pack animal. Restless Night. The characters are unable to finish a long rest before resuming their travels the next day.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul casts an Artifact of power into this place, keeping it away from the rest of the multiverse for a time
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
this setback: perhaps the characters became lost in the woods or encountered an obstacle blocking their path. Add two more cards to the spread. Lost Gear. The characters lose their rations or are
unable to forage for food and water. Alternatively, they might lose nonmagical equipment, such as a bedroll, a tent, or a pack animal. Restless Night. The characters are unable to finish a long rest before resuming their travels the next day.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Deep Gnomes (Svirfneblin) Also known as svirfneblin, the deep gnomes of the Underdark are a stark contrast to their surface kin, dour and serious compared to the cheerful and generally optimistic
once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Deep Gnomes (Svirfneblin) Also known as svirfneblin, the deep gnomes of the Underdark are a stark contrast to their surface kin, dour and serious compared to the cheerful and generally optimistic
once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Unarmed Strike. Melee
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Unarmed Strike. Melee
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Deep Gnomes (Svirfneblin) Also known as svirfneblin, the deep gnomes of the Underdark are a stark contrast to their surface kin, dour and serious compared to the cheerful and generally optimistic
once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Unarmed Strike. Melee
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
500 gp for the set). Lastly, there is a periapt of wound closure and a gem of seeing amidst the rest of the hoard.






