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Returning 35 results for 'being burning dealing continues return'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack
Revenant
Legacy
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Monsters
Monster Manual (2014)
to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant knows the distance to and direction of any creature against
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the
Monsters
Curse of Strahd
strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov's
a return to the old ways.
Dreams of the Damned. Kasimir's sister, Patrina Velikovna, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd
Monsters
Mordenkainen's Fiendish Folio Volume 1
travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from
energy from their eyes. Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never
Monsters
Icewind Dale: Rime of the Frostmaiden
unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Magic Missile","rollDamageType":"force
himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain
Monsters
Curse of Strahd
another humanoid corpse on the same plane of existence and regains all its hit points. While his soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn
","rollType":"damage","rollAction":"Fist","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Sir Godfrey Gwilym can grapple the target (escape DC 14) provided the target is
Monsters
Icewind Dale: Rime of the Frostmaiden
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This Dzaan's Simulacrum;simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The sunken Netherese
Firbolg
Legacy
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Species
Volo's Guide to Monsters
destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.
Outcast firbolgs can never return home. They committed some unforgivable deed, usually
complete their quests and return home as quickly as possible.
The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.
Firbolg Adventurers
d8
Equipment
an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an
additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.
After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.
Monsters
Princes of the Apocalypse
immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
","rollDamageType":"bludgeoning"} bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.
+2 Greatsword. Melee Weapon Attack
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
regains all of its shared spells.
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
Magic Items
Tasha’s Cauldron of Everything
Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with
within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the plane the Crook of Rao banished it
Orc
Legacy
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 14: Behind the Wheel Having learned that Shemeshka might not be dealing with them honestly, the characters return to Sigil and Fortune’s Wheel. There, R04M’s platinum chip grants the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 14: Behind the Wheel Having learned that Shemeshka might not be dealing with them honestly, the characters return to Sigil and Fortune’s Wheel. There, R04M’s platinum chip grants the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 14: Behind the Wheel Having learned that Shemeshka might not be dealing with them honestly, the characters return to Sigil and Fortune’s Wheel. There, R04M’s platinum chip grants the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals Adabra declines to return to Phandalin, but the characters can complete the Umbrage Hill Quest by asking her for a note for Harbin Wester confirming her safety. Adabra also gives her saviors one potion of healing for dealing with the manticore (see below).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals Adabra declines to return to Phandalin, but the characters can complete the Umbrage Hill Quest by asking her for a note for Harbin Wester confirming her safety. Adabra also gives her saviors one potion of healing for dealing with the manticore (see below).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals Adabra declines to return to Phandalin, but the characters can complete the Umbrage Hill Quest by asking her for a note for Harbin Wester confirming her safety. Adabra also gives her saviors one potion of healing for dealing with the manticore (see below).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
must rescue villagers from a burning tavern. When the villagers are safe, Respite’s mayor hires the characters to retrieve two stolen magic gems that protect Respite from terrible storms. Cobblehook
Cove. The characters must foray into Cobblehook Cove, the pirates’ lair, to reclaim the gems. There, they discover that an evil dragon named Sablewing has goaded the pirates toward violence. The characters must contend with the dragon and return the gems before an imminent storm destroys Respite.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
must rescue villagers from a burning tavern. When the villagers are safe, Respite’s mayor hires the characters to retrieve two stolen magic gems that protect Respite from terrible storms. Cobblehook
Cove. The characters must foray into Cobblehook Cove, the pirates’ lair, to reclaim the gems. There, they discover that an evil dragon named Sablewing has goaded the pirates toward violence. The characters must contend with the dragon and return the gems before an imminent storm destroys Respite.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
must rescue villagers from a burning tavern. When the villagers are safe, Respite’s mayor hires the characters to retrieve two stolen magic gems that protect Respite from terrible storms. Cobblehook
Cove. The characters must foray into Cobblehook Cove, the pirates’ lair, to reclaim the gems. There, they discover that an evil dragon named Sablewing has goaded the pirates toward violence. The characters must contend with the dragon and return the gems before an imminent storm destroys Respite.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Lorinda’s Powers and Dominion Lorinda is a green hag of extreme age. In her true form, she carries her darling family—three grim dolls she calls Laveeda, Leticia, and Laoirse. When dealing with the
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Lorinda’s Powers and Dominion Lorinda is a green hag of extreme age. In her true form, she carries her darling family—three grim dolls she calls Laveeda, Leticia, and Laoirse. When dealing with the
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Lorinda’s Powers and Dominion Lorinda is a green hag of extreme age. In her true form, she carries her darling family—three grim dolls she calls Laveeda, Leticia, and Laoirse. When dealing with the
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
. They use the light of the burning wagon to target individuals. The bandits prefer to harry the caravan from cover and mount an attack once the defenders are weakened. None of the bandits is willing to die. They retreat so they can attack the caravan again later.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
. They use the light of the burning wagon to target individuals. The bandits prefer to harry the caravan from cover and mount an attack once the defenders are weakened. None of the bandits is willing to die. They retreat so they can attack the caravan again later.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
. They use the light of the burning wagon to target individuals. The bandits prefer to harry the caravan from cover and mount an attack once the defenders are weakened. None of the bandits is willing to die. They retreat so they can attack the caravan again later.
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
horizontally, leading to a 10-foot-square landing (see below). A second set of stairs continues upward to the east at a similar angle for a distance of 30 feet horizontally, ending at a secret door that opens
mist fills the stairway ahead, then coalesces into the form of the vampire Strahd, his eyes burning red with anger. “You have worn out your welcome,” he says. “Whatever gods you believe in cannot save






