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Returning 35 results for 'being barren diffusing channeling rest'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharges after a Short or Long Rest). The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.A wise and respected darkling can undergo a ritual to
become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails.
Darkling Elder
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Monsters
Volo's Guide to Monsters
);{"diceNotation":"3d6","rollType":"damage","rollAction":"Shortsword (Advantage)","rollDamageType":"piercing"} piercing damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness
, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.PoisonChange Shape
(Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are
Monsters
Mythic Odysseys of Theros
Amphibious. Tromokratis can breathe air and water.
Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest). When Tromokratis is reduced to 0 hit points, it doesn’t die or
ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Wyrmheart Mine”), who likes to bathe in the lava streams. This gray, barren valley is typically 20 to 40 degrees hotter than anywhere else in Chult. It receives only a fraction of the rain that
falls on the rest of the peninsula, and what rain does fall rapidly evaporates in the punishing heat. Several expeditions have tried to explore the area, but most of what’s known about it (and shown on Syndra Silvane’s map) is based on visual observations made from atop the coastal mountains.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Wyrmheart Mine”), who likes to bathe in the lava streams. This gray, barren valley is typically 20 to 40 degrees hotter than anywhere else in Chult. It receives only a fraction of the rain that
falls on the rest of the peninsula, and what rain does fall rapidly evaporates in the punishing heat. Several expeditions have tried to explore the area, but most of what’s known about it (and shown on Syndra Silvane’s map) is based on visual observations made from atop the coastal mountains.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Wyrmheart Mine”), who likes to bathe in the lava streams. This gray, barren valley is typically 20 to 40 degrees hotter than anywhere else in Chult. It receives only a fraction of the rain that
falls on the rest of the peninsula, and what rain does fall rapidly evaporates in the punishing heat. Several expeditions have tried to explore the area, but most of what’s known about it (and shown on Syndra Silvane’s map) is based on visual observations made from atop the coastal mountains.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
) necrotic damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
) necrotic damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
following boxed text to the players: Acrid smog swirls around a barren hill, rising from which like giant tombstones are a pair of leaning monoliths, each soaring more than fifty feet into the smoky red sky
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
home and convinced others to join her to settle the valley north of the cenote and the mountains now known as Citlali’s Rest. Citlali grew old, and the skeletal figure returned to take her, but the
left scars, turning previously fertile lands barren and driving away the fey that once inhabited the region—some say forever.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
following boxed text to the players: Acrid smog swirls around a barren hill, rising from which like giant tombstones are a pair of leaning monoliths, each soaring more than fifty feet into the smoky red sky
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
following boxed text to the players: Acrid smog swirls around a barren hill, rising from which like giant tombstones are a pair of leaning monoliths, each soaring more than fifty feet into the smoky red sky
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
home and convinced others to join her to settle the valley north of the cenote and the mountains now known as Citlali’s Rest. Citlali grew old, and the skeletal figure returned to take her, but the
left scars, turning previously fertile lands barren and driving away the fey that once inhabited the region—some say forever.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
home and convinced others to join her to settle the valley north of the cenote and the mountains now known as Citlali’s Rest. Citlali grew old, and the skeletal figure returned to take her, but the
left scars, turning previously fertile lands barren and driving away the fey that once inhabited the region—some say forever.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Darkling Elder A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If
) necrotic damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness, requiring no spell components and using Wisdom as the spellcasting ability.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on one of the following
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots. Some characters and monsters have special abilities that let them cast spells
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on one of the following
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shifter Traits As a shifter, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Bestial Instincts. Channeling the
shift a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you shift, you gain an additional benefit based on one of the following
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
tall) or Small (about 2–4 feet tall), chosen when you select this species
Speed: 30 feet
As a Shifter, you have these special traits. Bestial Instincts. Channeling the beast within, you gain
equal to 2 times your Proficiency Bonus. You can shift a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Whenever you shift, you gain
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
settlement and giving it the name “Rockblight.” ROCKBLIGHT: GENERAL FEATURES
Unlike the reclaimed parts of Blingdenstone, Rockblight is barren, cold, and hostile.
Light. All parts of Rockblight
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
settlement and giving it the name “Rockblight.” ROCKBLIGHT: GENERAL FEATURES
Unlike the reclaimed parts of Blingdenstone, Rockblight is barren, cold, and hostile.
Light. All parts of Rockblight
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
to have two floors. A bell tower rises an additional two stories above the rest of the building, and a low stone wall surrounds part of the complex.
If the characters approach the pier that serves the hermitage, see area 1 for more information.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
to have two floors. A bell tower rises an additional two stories above the rest of the building, and a low stone wall surrounds part of the complex.
If the characters approach the pier that serves the hermitage, see area 1 for more information.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board
retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board
retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board
retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be 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
settlement and giving it the name “Rockblight.” ROCKBLIGHT: GENERAL FEATURES
Unlike the reclaimed parts of Blingdenstone, Rockblight is barren, cold, and hostile.
Light. All parts of Rockblight
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
to have two floors. A bell tower rises an additional two stories above the rest of the building, and a low stone wall surrounds part of the complex.
If the characters approach the pier that serves the hermitage, see area 1 for more information.






