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Returning 25 results for 'being bane diffusing contained respond'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pentagram and the space above it (a cylinder 20 feet high and 40 feet in diameter) are contained within a permanent antimagic field (see the antimagic field spell description in the Player’s Handbook for
to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pentagram and the space above it (a cylinder 20 feet high and 40 feet in diameter) are contained within a permanent antimagic field (see the antimagic field spell description in the Player’s Handbook for
to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pentagram and the space above it (a cylinder 20 feet high and 40 feet in diameter) are contained within a permanent antimagic field (see the antimagic field spell description in the Player’s Handbook for
to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
guarding pose, but doesn’t move or respond. Another earth elemental then emerges from the wall of the chamber and attacks, when it is destroyed, a second stoic galeb duhr appears. This summoning
three earth elementals to 0 hit points and summon three galeb duhr, a white light shines from the menhir, producing a hallow effect protecting the galeb duhr from the influence of Ogrémoch’s Bane
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
guarding pose, but doesn’t move or respond. Another earth elemental then emerges from the wall of the chamber and attacks, when it is destroyed, a second stoic galeb duhr appears. This summoning
three earth elementals to 0 hit points and summon three galeb duhr, a white light shines from the menhir, producing a hallow effect protecting the galeb duhr from the influence of Ogrémoch’s Bane
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
guarding pose, but doesn’t move or respond. Another earth elemental then emerges from the wall of the chamber and attacks, when it is destroyed, a second stoic galeb duhr appears. This summoning
three earth elementals to 0 hit points and summon three galeb duhr, a white light shines from the menhir, producing a hallow effect protecting the galeb duhr from the influence of Ogrémoch’s Bane
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, Neutral Good Commoner) has hired the characters as security. He offers each character 50 GP to respond to any incidents that arise during the event. Encounters During the Flying Machine Expo, the
facility’s supplies, including several brooms and a custodial cart. Staff members contained the supplies in a crate they labeled “Danger! Do not open!” Just moments after the expo began, though, Lile
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, Neutral Good Commoner) has hired the characters as security. He offers each character 50 GP to respond to any incidents that arise during the event. Encounters During the Flying Machine Expo, the
facility’s supplies, including several brooms and a custodial cart. Staff members contained the supplies in a crate they labeled “Danger! Do not open!” Just moments after the expo began, though, Lile
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, Neutral Good Commoner) has hired the characters as security. He offers each character 50 GP to respond to any incidents that arise during the event. Encounters During the Flying Machine Expo, the
facility’s supplies, including several brooms and a custodial cart. Staff members contained the supplies in a crate they labeled “Danger! Do not open!” Just moments after the expo began, though, Lile
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
of the other characters.
Venture Forth Your character’s group explores locations and events presented by the DM. You can respond to them however you can imagine, guided by the rules in the D&D
adventures, but you gotta make 'em your own. You can do this. I believe in you.
Swapping Roles Playing a character and being the Dungeon Master aren’t permanent roles. Each adventure is a self-contained
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
respond to prolonged disturbances. Hc5. Fiddler’s Camp This bonfire is a little smaller than the others. An elf woman in robes plays a fiddle as two sprites dance around the smoke above the fire
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
respond to prolonged disturbances. Hc5. Fiddler’s Camp This bonfire is a little smaller than the others. An elf woman in robes plays a fiddle as two sprites dance around the smoke above the fire
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
respond to prolonged disturbances. Hc5. Fiddler’s Camp This bonfire is a little smaller than the others. An elf woman in robes plays a fiddle as two sprites dance around the smoke above the fire
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
wraiths emerge from the caskets that line the central wall. The wraiths don’t respond to verbal entreaties and can’t leave the crypt, but they attack anyone who sets foot inside. Rilago’s Ghost. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
wraiths emerge from the caskets that line the central wall. The wraiths don’t respond to verbal entreaties and can’t leave the crypt, but they attack anyone who sets foot inside. Rilago’s Ghost. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
wraiths emerge from the caskets that line the central wall. The wraiths don’t respond to verbal entreaties and can’t leave the crypt, but they attack anyone who sets foot inside. Rilago’s Ghost. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
with stars are vitality’s bane.
Blue is neither blessing nor curse.
Moon cleanses you of illness or worse.
Green’s neighbor is never boring—
Drink deep; pass through the flooring.”
The
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
with stars are vitality’s bane.
Blue is neither blessing nor curse.
Moon cleanses you of illness or worse.
Green’s neighbor is never boring—
Drink deep; pass through the flooring.”
The
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
with stars are vitality’s bane.
Blue is neither blessing nor curse.
Moon cleanses you of illness or worse.
Green’s neighbor is never boring—
Drink deep; pass through the flooring.”
The
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
water weirds are cold and clammy to the touch, and sound half-full if rapped on. A weird can attack only if someone opens the hatch at the top of the vat in which it is contained. Any commotion in
corridor outside. If intruders try to slip past the guard post, the bugbears in this room storm out to attack them from the rear. Any fighting here alerts Morbeoth and his guards (area C17). They respond to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
water weirds are cold and clammy to the touch, and sound half-full if rapped on. A weird can attack only if someone opens the hatch at the top of the vat in which it is contained. Any commotion in
corridor outside. If intruders try to slip past the guard post, the bugbears in this room storm out to attack them from the rear. Any fighting here alerts Morbeoth and his guards (area C17). They respond to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
water weirds are cold and clammy to the touch, and sound half-full if rapped on. A weird can attack only if someone opens the hatch at the top of the vat in which it is contained. Any commotion in
corridor outside. If intruders try to slip past the guard post, the bugbears in this room storm out to attack them from the rear. Any fighting here alerts Morbeoth and his guards (area C17). They respond to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, to wedge the lid shut. Development. If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These
): poison spray, thaumaturgy
1st level (2 slots): bane, inflict wounds
A twig blight, a gift from Belak the Outcast and a pet of Durnn’s, is in the stone pot, and goblins from area 40 occasionally
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, to wedge the lid shut. Development. If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These
): poison spray, thaumaturgy
1st level (2 slots): bane, inflict wounds
A twig blight, a gift from Belak the Outcast and a pet of Durnn’s, is in the stone pot, and goblins from area 40 occasionally
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, to wedge the lid shut. Development. If characters fall into the pit or otherwise make excessive noise, the goblins in the area 36 to the north are alerted. Alerted goblins respond in 2 rounds. These
): poison spray, thaumaturgy
1st level (2 slots): bane, inflict wounds
A twig blight, a gift from Belak the Outcast and a pet of Durnn’s, is in the stone pot, and goblins from area 40 occasionally






