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Returning 29 results for 'before burning down connected revived'.
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Hellfire Engine
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Monsters
Mordenkainen’s Tome of Foes
the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
","rollDamageType":"acid"} acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
Lightning Flail. Melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire
action to scrape off the burning fuel.
3–4: Lightning Flail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit"} to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
.
5
There’s a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?
6
The master of ceremonies in my troupe is well connected with other troupes.
7
I had
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
these arches are connected with the archaics in some way (see “Archaics and the Oracle” below). Some students have even seen an arch come to life with magic in an archaic’s presence. Both snarls and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
a detect magic spell, a character discerns that the gem eyes are a focal point for the magic of the temple, and are magically connected to the various control panels making use of the missing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
against the evil god. Characters who cross the threshold appear in the unreality described in the “Torment of Kas” section. E2b. Hazy scenes of civil unrest—peasants rioting, buildings burning, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
3–4: Lightning Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 18
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the
burning fuel.
Lightning Flail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
: Three brass cylindrical canisters, one at the middle of the cabin and two at either end, stand upright, connected to each other by long pipes which converge and exit to the aft of the ship.
Each 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Lost Halls These halls are connected by 5-foot-wide, tube-like passages of rough-hewn stone that slope up and down. Dust hangs in the air here. 36a. Gricks! Gricks. Two gricks in the middle of
care. Treasure. The stolen spellbook contains the following spells: blight, burning hands, comprehend languages, darkvision, dispel magic, false life, feign death, gust of wind, invisibility
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Subrace Traits If your tiefling has a subrace, choose one of the following options — whichever one corresponds to the infernal being connected to the tiefling’s family. The traits of the chosen
subrace replace the tiefling’s Ability Score Increase and Infernal Legacy traits given in the Player’s Handbook. There is one exception: tieflings connected to Asmodeus. Those tieflings use the traits in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tunnel system, older tunnels are often employed in these traps. A tunnel can be rigged to collapse by pulling a rope connected to a support beam; a fleeing kobold can yank the rope, or the beam might be in
as hatcheries. Kobolds tend to their eggs by nesting them in a shallow pit lined with earth and dried grass. Because the eggs are susceptible to cold, they are kept near a slow-burning fire, or are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Across from the statues are sconces with upside-down flames burning in them.
The statues, which merge seamlessly with the ceiling, depict a long-faced human dressed in wizard’s robes and clutching a
staff. The statues used to have magical wards on them, but these protections faded long ago. P2. Upside-Down Corridor The upside-down stairs at the east end of this frost-filled corridor once connected to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their
to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, similar to what Black Lion has done at Beorunna’s Well. The other half of the tribe considers this act an insult to their totem, so they launch raids on the settlement, burning as much of it as they can
the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
Great Worm. The Frost Hills, a small southern spike of the Spine of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Undercommon, and is blessed by Imix. The blessing grants the minotaur immunity to fire damage as well as the following additional action option: Burning Breath (Recharge 5–6). The minotaur exhales a cloud
of burning embers in a 15-foot cone. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
longer. Not all the quarters are linked to one another by bridges. The connections that do exist include these: Central Plateau has bridges that lead to Northedge and Menthis. Dura is connected to
Tavick’s Landing and Menthis. Tavick’s Landing is connected to Dura, Menthis, and Northedge. Menthis is connected to Tavick’s Landing, Dura, and Central. Northedge is connected to Central and Tavick’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
one of the common room tables, while a young male and female human and an elderly female human sit at another. A fireplace occupies the corner closest to the door, burning brightly, and a chandelier
connected to the “C” Team’s quarters (area 9) contains books, notes, and maps related to their exploits, as well as mundane personal effects. The shared study connected to the inn’s currently empty rooms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enemy moves to a location the goblins can’t see, they mount the wolves and move to another archer platform. K5. Main Battle Platform This thirty-foot-tall wooden watchtower is connected to the snowy
arranged in a circle around a burning brazier.
Each hut is home to a goblin healer in cold weather clothing. Each one owns a healer’s kit. In addition, each healer has a pet mountain goat (see appendix
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, trying to overwhelm the adventurers and drive them out of the castle. Trap. The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in
space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lock, burning hands, comprehend languages, counterspell, darkvision, dimension door, find familiar, levitate, sending, and unseen servant. (You can replace any of these spells with a spell of the same
. In addition, Ered’s spellbook contains burning hands, knock, and lightning bolt; Havi’s spellbook contains charm person, detect thoughts, and major image; and Savara’s spellbook contains comprehend
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, intact stone door leads out to the east.
The fresco on the west wall depicts an enormous red dragon exhaling fire over a forested landscape. Several burning villages appear in distinct scenes
strewn across the floor. Murals showing humans laboring in the gardens decorate the walls of these three connected chambers.
Four Yuan-ti Malisons (Type 3) lair in these chambers, which once belonged
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. These helmed horrors also animate if anyone touches one of the suits of armor. The helmed horrors’ Spell Immunity trait grants them immunity to burning hands, fireball, and scorching ray spells. As a
tinder, loathing the ease
With which mortals could carry this fervor and fire
Without burning inside out from their pyre.
Three matches to go, the impish fey thought,
The next one would give
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
disturbing impression that this glass piping is not manufactured, but rather resembles intestines. (The piping derives from the bodies of glass statues — former high priests partially revived by Kwalish so
type of creature. With a successful DC 15 Intelligence (Nature) check, a character recognizes the hearts of three humanoids, a troll, and a dragon. Each canister is connected by a thin silver wire to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
floor of the grand hall is of reddish-black, highly polished stone. The pillars are carved into the shapes of dwarves, each straining to hold up the figure atop it. Light flickers weirdly from burning
, taking 7 (3d4) acid damage on a failed save, or half as much damage on a successful one. With a successful DC 20 Wisdom (Perception) check, a character discovers that the hinges are connected to a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
directions, trying to overwhelm the adventurers and drive them from the castle. Trap. The dusty plaster and rubble before the door leading to area C8 conceal a copper tripwire connected to linchpins
hanging on the walls, and a brazier of coals burning brightly. A large bed stands to the north, and a round table with several chairs stands to the south near the door. Near the table, on the floor, is an
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
patriar genealogies for a more acceptable heir. Lutecia’s request was assigned to a Guild-connected librarian named Virmele, a lawful evil female human spy who is entertaining bribes from Lower City
to concern him. Rillyn House Though one of the most honorable patriar families in Baldur’s Gate, the Rillyns fell into poverty a few generations ago. Only recently have they revived their fortunes, the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the High Hall to search patriar genealogies for a more acceptable heir. Lutecia’s request was assigned to a Guild-connected librarian named Virmele, a lawful evil female human spy who is entertaining
revived their fortunes, the credit for their newfound prosperity going squarely to Yvandre Rillyn, a neutral female human veteran who returned to Baldur’s Gate after many years serving with the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
impish, winged child with two snakes twined around his body. The smiling, round-faced boy holds a wand in one hand and a handful of coins in the other. The statue is firmly connected to the wall.
The
’ tools or force open the door with a successful DC 18 Strength (Athletics) check.
When the characters enter the chamber, read or paraphrase the following text:
The fragrance of burning incense






