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Returning 35 results for 'being billowing diffusing completely raised'.
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Monsters
Storm King's Thunder
the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10
);{"diceNotation":"2d10","rollType":"damage","rollAction":"Smoke Cloud","rollDamageType":"fire"} fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of
druids count them all (even the violent ones) as worthy of veneration.
The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tropical birds flap about. The tiled floor is littered with broken dishes, bird droppings, and other detritus. A wide staircase to the south climbs five feet to a raised gallery that surrounds the room
completely blocked by rubble.
This ruined feast hall contains nothing of value. Characters who search the walls, however, find a small iron key hidden behind one of the framed pictures. The key
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tropical birds flap about. The tiled floor is littered with broken dishes, bird droppings, and other detritus. A wide staircase to the south climbs five feet to a raised gallery that surrounds the room
completely blocked by rubble.
This ruined feast hall contains nothing of value. Characters who search the walls, however, find a small iron key hidden behind one of the framed pictures. The key
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, so it’s common for some huts to be packed at night while others sit completely empty. Eight giant frogs hop randomly among the huts or sit silently in the pools of standing water. These creatures
were raised from tadpoles by the bullywugs and don’t bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, so it’s common for some huts to be packed at night while others sit completely empty. Eight giant frogs hop randomly among the huts or sit silently in the pools of standing water. These creatures
were raised from tadpoles by the bullywugs and don’t bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tired, so it’s common for some huts to be packed at night while others sit completely empty. Eight giant frogs hop randomly among the huts or sit silently in the pools of standing water. These creatures
were raised from tadpoles by the bullywugs and don’t bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tired, so it’s common for some huts to be packed at night while others sit completely empty. Eight giant frogs hop randomly among the huts or sit silently in the pools of standing water. These creatures
were raised from tadpoles by the bullywugs and don’t bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, so it’s common for some huts to be packed at night while others sit completely empty. Eight giant frogs hop randomly among the huts or sit silently in the pools of standing water. These creatures
were raised from tadpoles by the bullywugs and don’t bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tropical birds flap about. The tiled floor is littered with broken dishes, bird droppings, and other detritus. A wide staircase to the south climbs five feet to a raised gallery that surrounds the room
completely blocked by rubble.
This ruined feast hall contains nothing of value. Characters who search the walls, however, find a small iron key hidden behind one of the framed pictures. The key
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tired, so it’s common for some huts to be packed at night while others sit completely empty. Eight giant frogs hop randomly among the huts or sit silently in the pools of standing water. These creatures
were raised from tadpoles by the bullywugs and don’t bother them, but they attack anyone else who carelessly wanders within reach of their 15-foot-long tongues.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragonmarked houses. However, it’s up to you to decide on your relationship to the house. Were you brought up in the house? Or are you completely independent from it? This is best represented by your
, you could take the noble background to reflect a blood tie to the leaders of the house. Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragonmarked houses. However, it’s up to you to decide on your relationship to the house. Were you brought up in the house? Or are you completely independent from it? This is best represented by your
, you could take the noble background to reflect a blood tie to the leaders of the house. Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dragonmarked houses. However, it’s up to you to decide on your relationship to the house. Were you brought up in the house? Or are you completely independent from it? This is best represented by your
, you could take the noble background to reflect a blood tie to the leaders of the house. Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
background to reflect a blood tie to the leaders of the house. Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you don’t have many special privileges
your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider?
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
background to reflect a blood tie to the leaders of the house. Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you don’t have many special privileges
your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider?
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
background to reflect a blood tie to the leaders of the house. Independent Scion. You were raised or trained by the house, but you’ve kept your independence. This means you don’t have many special privileges
your enemy? Would you prefer to avoid them completely? Or do you want to work your way into a position of power in the house, despite being an outsider?
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as follows: The interior of the power station is one big room filled with billowing clouds of steam. Four howling turbines take up most of the floorspace. Iron steps lead to a six-foot-high iron
for each of Little Lockford’s nine bridges. A bridge can be raised by turning its switch to the left or lowered by turning its switch to the right. District Switches. There’s one switch for each of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as follows: The interior of the power station is one big room filled with billowing clouds of steam. Four howling turbines take up most of the floorspace. Iron steps lead to a six-foot-high iron
for each of Little Lockford’s nine bridges. A bridge can be raised by turning its switch to the left or lowered by turning its switch to the right. District Switches. There’s one switch for each of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as follows: The interior of the power station is one big room filled with billowing clouds of steam. Four howling turbines take up most of the floorspace. Iron steps lead to a six-foot-high iron
for each of Little Lockford’s nine bridges. A bridge can be raised by turning its switch to the left or lowered by turning its switch to the right. District Switches. There’s one switch for each of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
Oblivium and raised here, knowing no other life. Many of the beholder’s slaves worship it, particularly those born here, their minds warped by the aberration’s charm rays and their lifelong captivity
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its escape if the players state their intentions quickly enough. Exercise care, for even if the two upper levels have been completely cleared of sahuagin, there are enough sahuagin in various parts of
that the slab has been moved, it is easy to open the passage up completely. Beyond, the passage and the guard room still exist in their original dimensions, though the entrance is now under 70 feet of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its escape if the players state their intentions quickly enough. Exercise care, for even if the two upper levels have been completely cleared of sahuagin, there are enough sahuagin in various parts of
that the slab has been moved, it is easy to open the passage up completely. Beyond, the passage and the guard room still exist in their original dimensions, though the entrance is now under 70 feet of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its escape if the players state their intentions quickly enough. Exercise care, for even if the two upper levels have been completely cleared of sahuagin, there are enough sahuagin in various parts of
that the slab has been moved, it is easy to open the passage up completely. Beyond, the passage and the guard room still exist in their original dimensions, though the entrance is now under 70 feet of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
tunnel leads from the hole to a cramped, completely flooded chamber. In the chamber is a tied sack made from human skin. It contains six onyx gemstones (50 gp each), a spell scroll of comprehend languages
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
tunnel leads from the hole to a cramped, completely flooded chamber. In the chamber is a tied sack made from human skin. It contains six onyx gemstones (50 gp each), a spell scroll of comprehend languages
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
tunnel leads from the hole to a cramped, completely flooded chamber. In the chamber is a tied sack made from human skin. It contains six onyx gemstones (50 gp each), a spell scroll of comprehend languages






