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Returning 35 results for 'being body diffusing coats reagents'.
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Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
expanding labyrinth that grows to protect the evil imprisoned at its heart
2 A forest where every tree grows from the body of a mummified hero
3 A magical factory that distills living beings
into the reagents of a wish-granting elixir
4 A criminal consortium’s lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist
5 The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
expanding labyrinth that grows to protect the evil imprisoned at its heart
2 A forest where every tree grows from the body of a mummified hero
3 A magical factory that distills living beings
into the reagents of a wish-granting elixir
4 A criminal consortium’s lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist
5 The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
expanding labyrinth that grows to protect the evil imprisoned at its heart
2 A forest where every tree grows from the body of a mummified hero
3 A magical factory that distills living beings
into the reagents of a wish-granting elixir
4 A criminal consortium’s lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist
5 The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions
body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. Alchemical Savant At 5th level, you develop
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Alchemist The magic of both alchemists and witches relies on a powerful multiversal truth: mortals can’t resist anything with bubbles.
Tasha
An Alchemist is an expert at combining reagents to
flying speed of 10 feet for 10 minutes. 6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Alchemist The magic of both alchemists and witches relies on a powerful multiversal truth: mortals can’t resist anything with bubbles.
Tasha
An Alchemist is an expert at combining reagents to
flying speed of 10 feet for 10 minutes. 6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemist
Alchemist with Homunculus Servant
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy
feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions
body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. Alchemical Savant At 5th level, you develop
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemist
Alchemist with Homunculus Servant
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy
feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions
body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. Alchemical Savant At 5th level, you develop
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Alchemist The magic of both alchemists and witches relies on a powerful multiversal truth: mortals can’t resist anything with bubbles.
Tasha
An Alchemist is an expert at combining reagents to
flying speed of 10 feet for 10 minutes. 6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemist
Alchemist with Homunculus Servant
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy
feet for 10 minutes.
6 Transformation. The drinker’s body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
from a rudimentary, barely humanoid shape to a small, winged body so lifelike that it almost appears to be a real creature that is merely asleep. A character who makes a successful DC 13 Intelligence
(Arcana) check can tell that these are figures used for creating homunculi. Treasure. Several of the reagents here are quite valuable. By searching the room, the characters can gather 50 gp of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
from a rudimentary, barely humanoid shape to a small, winged body so lifelike that it almost appears to be a real creature that is merely asleep. A character who makes a successful DC 13 Intelligence
(Arcana) check can tell that these are figures used for creating homunculi. Treasure. Several of the reagents here are quite valuable. By searching the room, the characters can gather 50 gp of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
from a rudimentary, barely humanoid shape to a small, winged body so lifelike that it almost appears to be a real creature that is merely asleep. A character who makes a successful DC 13 Intelligence
(Arcana) check can tell that these are figures used for creating homunculi. Treasure. Several of the reagents here are quite valuable. By searching the room, the characters can gather 50 gp of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Barrow Mound Long ago, Uthgardt barbarians built the barrow mound to hold the body of a chieftain, now forgotten. When Wiggan Nettlebee joined the Cult of the Black Earth, he looted the barrow
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Barrow Mound Long ago, Uthgardt barbarians built the barrow mound to hold the body of a chieftain, now forgotten. When Wiggan Nettlebee joined the Cult of the Black Earth, he looted the barrow
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Barrow Mound Long ago, Uthgardt barbarians built the barrow mound to hold the body of a chieftain, now forgotten. When Wiggan Nettlebee joined the Cult of the Black Earth, he looted the barrow
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
can survive in this state for the remainder of its natural life, its mind and body nourished by the psipod’s psychic energy. If the psipod is shut down, or if the unconscious creature is removed from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
can survive in this state for the remainder of its natural life, its mind and body nourished by the psipod’s psychic energy. If the psipod is shut down, or if the unconscious creature is removed from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
psipods do and how to disable them. Psipods A psipod is a magic device that connects the mind of an unconscious humanoid to the mind of the ulitharid in area 12g. The psychic residue that coats each
can survive in this state for the remainder of its natural life, its mind and body nourished by the psipod’s psychic energy. If the psipod is shut down, or if the unconscious creature is removed from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
weird reagents and components. An iron cage is set against one wall, its door open.
Two more tables surrounded by chairs stand in the center of the room. The first contains a variety of humanoid body
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
weird reagents and components. An iron cage is set against one wall, its door open.
Two more tables surrounded by chairs stand in the center of the room. The first contains a variety of humanoid body
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
weird reagents and components. An iron cage is set against one wall, its door open.
Two more tables surrounded by chairs stand in the center of the room. The first contains a variety of humanoid body
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Secret Room A ladder in this room leads up to the trapdoor in area B40. The outline of a secret door to area B46 is visible here. The room is otherwise empty. B46: Demetrius’s Bedroom Dust coats this
. Spiritual Inhabitation. A character who touches the robe must make a DC 16 Charisma saving throw. On a failed save, Demetrius’s spirit inhabits the character’s body, and the robe stops glowing. On a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Secret Room A ladder in this room leads up to the trapdoor in area B40. The outline of a secret door to area B46 is visible here. The room is otherwise empty. B46: Demetrius’s Bedroom Dust coats this
. Spiritual Inhabitation. A character who touches the robe must make a DC 16 Charisma saving throw. On a failed save, Demetrius’s spirit inhabits the character’s body, and the robe stops glowing. On a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Secret Room A ladder in this room leads up to the trapdoor in area B40. The outline of a secret door to area B46 is visible here. The room is otherwise empty. B46: Demetrius’s Bedroom Dust coats this
. Spiritual Inhabitation. A character who touches the robe must make a DC 16 Charisma saving throw. On a failed save, Demetrius’s spirit inhabits the character’s body, and the robe stops glowing. On a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Oath of the Ancients, and Oath of Vengeance subclasses. Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Oath of the Ancients, and Oath of Vengeance subclasses. Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Oath of the Ancients, and Oath of Vengeance subclasses. Each of these subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is
wings into their helmets or coats of arms.
These paladins share the following tenets:
Let your word be your promise. Protect the weak and never fear to act. Let your honorable deeds be an example
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
blights in area 5. Treasure The corpse of an unfortunate adventurer is cocooned in spider silk in the western half of the building. The body is shriveled up and sucked dry, but appears to have been a
male elf. The body wears studded leather armor and a shortsword in the scabbard at its hip. A careful search also yields a potion of healing in a belt pouch, along with 23 gp and 35 sp. Awarding
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
blights in area 5. Treasure The corpse of an unfortunate adventurer is cocooned in spider silk in the western half of the building. The body is shriveled up and sucked dry, but appears to have been a
male elf. The body wears studded leather armor and a shortsword in the scabbard at its hip. A careful search also yields a potion of healing in a belt pouch, along with 23 gp and 35 sp. Awarding






