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Returning 35 results for 'being burning diffusing continues required'.
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being burning diffusing continues require
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
Monsters
Princes of the Apocalypse
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
":"Wildfire","rollDamageType":"fire"} fire damage. A wildfire continues to threaten the characters for 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Wildfire Rounds"} rounds or until they
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31b. Shaft Access This ten-foot-square room overlooks a vertical shaft to the south that plunges into darkness and continues upward. This vantage point is 130 feet from the bottom of the shaft (area
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31b. Shaft Access This ten-foot-square room overlooks a vertical shaft to the south that plunges into darkness and continues upward. This vantage point is 130 feet from the bottom of the shaft (area
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31b. Shaft Access This ten-foot-square room overlooks a vertical shaft to the south that plunges into darkness and continues upward. This vantage point is 130 feet from the bottom of the shaft (area
K31a). Forty feet down is area K31, and 40 feet up is a stone trapdoor in the ceiling that opens into area K47. A door in the north wall is easy to spot from this side (no ability check required) and opens into area K39.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
much damage on a successful one. Burning Trees Each tree depicted on map 4.2 is 1d6 + 10 feet tall and on fire. No ability check is required to climb a tree. However, a creature that starts its turn in
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
much damage on a successful one. Burning Trees Each tree depicted on map 4.2 is 1d6 + 10 feet tall and on fire. No ability check is required to climb a tree. However, a creature that starts its turn in
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
much damage on a successful one. Burning Trees Each tree depicted on map 4.2 is 1d6 + 10 feet tall and on fire. No ability check is required to climb a tree. However, a creature that starts its turn in
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
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->Dragon Delves
under a counter of once-smiling lollipops that have melted into grotesque, elongated faces. The character then can escort Edith from the confectionery (no ability check required). Edith (Small, Neutral
characters don’t move to rescue Edith, two heroic townsfolk brave the fire and retrieve the confectioner from the burning building. Regardless of whether townsfolk or the characters save Edith, her rescuers emerge to cheers from an audience of emotionally invested onlookers.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
under a counter of once-smiling lollipops that have melted into grotesque, elongated faces. The character then can escort Edith from the confectionery (no ability check required). Edith (Small, Neutral
characters don’t move to rescue Edith, two heroic townsfolk brave the fire and retrieve the confectioner from the burning building. Regardless of whether townsfolk or the characters save Edith, her rescuers emerge to cheers from an audience of emotionally invested onlookers.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
under a counter of once-smiling lollipops that have melted into grotesque, elongated faces. The character then can escort Edith from the confectionery (no ability check required). Edith (Small, Neutral
characters don’t move to rescue Edith, two heroic townsfolk brave the fire and retrieve the confectioner from the burning building. Regardless of whether townsfolk or the characters save Edith, her rescuers emerge to cheers from an audience of emotionally invested onlookers.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found in the armies of most nations. Due to the considerable training required to master magic, this has remained an elite specialty. The common soldier wields a spear or crossbow but it’s not unusual
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 4: Gracklstugh Visitors to the duergar city of Gracklstugh are greeted by its hot and acrid air, followed by the angry red glare of the eternally burning smelters fueling the city’s metal
adventurers will quickly realize that the power of the demon lords is a threat even here, getting an even closer glimpse of the Underdark’s decay as the madness of the Abyss continues to spread. Built
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 4: Gracklstugh Visitors to the duergar city of Gracklstugh are greeted by its hot and acrid air, followed by the angry red glare of the eternally burning smelters fueling the city’s metal
adventurers will quickly realize that the power of the demon lords is a threat even here, getting an even closer glimpse of the Underdark’s decay as the madness of the Abyss continues to spread. Built
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found in the armies of most nations. Due to the considerable training required to master magic, this has remained an elite specialty. The common soldier wields a spear or crossbow but it’s not unusual
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found in the armies of most nations. Due to the considerable training required to master magic, this has remained an elite specialty. The common soldier wields a spear or crossbow but it’s not unusual
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
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
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 4: Gracklstugh Visitors to the duergar city of Gracklstugh are greeted by its hot and acrid air, followed by the angry red glare of the eternally burning smelters fueling the city’s metal
adventurers will quickly realize that the power of the demon lords is a threat even here, getting an even closer glimpse of the Underdark’s decay as the madness of the Abyss continues to spread. Built
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
reach the top of the shaft, and the machinery doesn’t stop until the elevator completes its journey. A secret door in the north wall is easy to spot from this side (no ability check required) and opens into area K27.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
reach the top of the shaft, and the machinery doesn’t stop until the elevator completes its journey. A secret door in the north wall is easy to spot from this side (no ability check required) and opens into area K27.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
reach the top of the shaft, and the machinery doesn’t stop until the elevator completes its journey. A secret door in the north wall is easy to spot from this side (no ability check required) and opens into area K27.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Elemental 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for
own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
work is required, followed by another check. Sun Painting. The painting of the pyramid and the sun conceals a secret door. A character who makes a successful DC 15 Wisdom (Perception) check discovers
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
work is required, followed by another check. Sun Painting. The painting of the pyramid and the sun conceals a secret door. A character who makes a successful DC 15 Wisdom (Perception) check discovers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the Citadel, a massive keep built into the Upper City’s walls. In times of crisis, bells at the High Hall and the Citadel are rung simultaneously. If the pealing continues for more than a few
minutes, every Watch member is required to rally at the Citadel or appointed guard posts. The function of the bells is common knowledge. Guard Arrival Times District Arrival Time Force
Upper






