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Returning 35 results for 'being burned diffusing comes response'.
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Hakuma sapwood is a fragrant and combustible wood that comes from the center of the hakuma tree. It is burned at shrines and sacred sites
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
’s body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
skilled allies.
Alien Minds
The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than
, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
travels farther than the sprawling city that lies outside his palace.
Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be
plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
’t serve a purpose in the legion, the warlord eliminates it from the hierarchy to maximize efficiency.
Honor Bound, By Glory Crowned
Advancement in rank comes as a result of attaining glory, but
rank or banner status. Of course, Maglubiyet’s call to conquest is always answered.
Suffer nor Give Insult. As befits their warlike nature, hobgoblins believe that any insult demands a response
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The war began in response to the death of Emperor Tasneem, whose older heirs turned to sinister magic in their attempts to rule. These heirs burned the former capital and unleashed legions of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The war began in response to the death of Emperor Tasneem, whose older heirs turned to sinister magic in their attempts to rule. These heirs burned the former capital and unleashed legions of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The war began in response to the death of Emperor Tasneem, whose older heirs turned to sinister magic in their attempts to rule. These heirs burned the former capital and unleashed legions of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sphinx of Wonder A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
imagine. How does your character react to those situations?
This advice comes with one important caveat: avoid character choices that ruin the fun of the other players and the DM. Choose actions that delight you and your friends.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
History Death House is the name given to an old row house in the village of Barovia (area E7 on the village map). The house has been burned to the ground many times, only to rise from the ashes time
his playthings. A black carriage arrived at Death House soon thereafter, and from out of its black heart stepped the vampire himself. The cultists tried to impress Strahd. In response, he slaughtered
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
History Death House is the name given to an old row house in the village of Barovia (area E7 on the village map). The house has been burned to the ground many times, only to rise from the ashes time
his playthings. A black carriage arrived at Death House soon thereafter, and from out of its black heart stepped the vampire himself. The cultists tried to impress Strahd. In response, he slaughtered
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
History Death House is the name given to an old row house in the village of Barovia (area E7 on the village map). The house has been burned to the ground many times, only to rise from the ashes time
his playthings. A black carriage arrived at Death House soon thereafter, and from out of its black heart stepped the vampire himself. The cultists tried to impress Strahd. In response, he slaughtered
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage.
Reactions
Fiendish Blood. Trigger: The sahuagin takes Piercing or Slashing damage. Response
interposing obstacles.
When a sahuagin comes at you, it doesn’t seem to be living until it bites you. Then the thing’s black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.
—Tiguran Maremrynd,
A Survivor’s Memoir
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage.
Reactions
Fiendish Blood. Trigger: The sahuagin takes Piercing or Slashing damage. Response
interposing obstacles.
When a sahuagin comes at you, it doesn’t seem to be living until it bites you. Then the thing’s black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.
—Tiguran Maremrynd,
A Survivor’s Memoir
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with one must make a DC 10 Dexterity
end of the host creature’s next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature’s skin to be burned. If a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with one must make a DC 10 Dexterity
end of the host creature’s next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature’s skin to be burned. If a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or Ranged Attack Roll: +7, reach 5 ft. or range 20/60 ft. Hit: 13 (2d8 + 4) Piercing damage.
Reactions
Fiendish Blood. Trigger: The sahuagin takes Piercing or Slashing damage. Response
interposing obstacles.
When a sahuagin comes at you, it doesn’t seem to be living until it bites you. Then the thing’s black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming.
—Tiguran Maremrynd,
A Survivor’s Memoir
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with one must make a DC 10 Dexterity
end of the host creature’s next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature’s skin to be burned. If a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
be in response to a petty slight or a true injustice, and the acknowledgment of Hoar might be a short prayer said aloud or might be written down somewhere. It’s generally believed that the more
god who metes out punishment that comes as a result of breaking those codes. A judge might favor the worship of Tyr, while a jailor or a headsman is more likely to pray to Hoar.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
be in response to a petty slight or a true injustice, and the acknowledgment of Hoar might be a short prayer said aloud or might be written down somewhere. It’s generally believed that the more
god who metes out punishment that comes as a result of breaking those codes. A judge might favor the worship of Tyr, while a jailor or a headsman is more likely to pray to Hoar.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
be in response to a petty slight or a true injustice, and the acknowledgment of Hoar might be a short prayer said aloud or might be written down somewhere. It’s generally believed that the more
god who metes out punishment that comes as a result of breaking those codes. A judge might favor the worship of Tyr, while a jailor or a headsman is more likely to pray to Hoar.






