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Returning 35 results for 'beings blazing diffusing causing runes'.
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Monsters
Bigby Presents: Glory of the Giants
a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Prismatic Ray"} to determine what ray affects it:
1–2: Blazing Red. On a failed save, the creature takes 35 (10d6);{"diceNotation
":"10d6", "rollType":"damage", "rollAction":"Prismatic Ray (Blazing Red)", "rollDamageType":"radiant"} radiant damage and has the blinded condition until the end of the giant’s next turn. On a
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
flow through the shield’s grooves for 1 minute. While the shield is active, you gain the following benefits:
Blazing Soul. You have immunity to fire damage.
Cleansing Fire. As an action, you
Monsters
Mordenkainen Presents: Monsters of the Multiverse
falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl
DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
Backgrounds
Baldur’s Gate: Descent into Avernus
of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you’ve never been able to shake the guilt of causing their deaths over
powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Monsters
Fizban's Treasury of Dragons
dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon’s lair and
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
Magic Items
Baldur’s Gate: Descent into Avernus
following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
Personality Traits
D8
PERSONALITY TRAIT
1
I treat all beings, even enemies, with respect
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
the Demiplane. Fabrication. While in the Demiplane, you can take a Magic action to create a nonmagical object of your choice from nothing, causing it to appear in an unoccupied space in the Demiplane
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
—legendary beings intended to serve as peerless threats. It also includes lore relevant to monsters from the Monster Manual that appear on Theros.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
—legendary beings intended to serve as peerless threats. It also includes lore relevant to monsters from the Monster Manual that appear on Theros.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
being worn or carried that is placed inside the blazing furnace is incinerated instantly. Even magic items succumb to the blazing furnace, though the flames aren’t powerful enough to harm artifacts. If
the furnace isn’t replenished every hour with at least 100 gp worth of treasure, the Engine Car sputters and the train comes to a halt, causing a guard patrol (see “Guard Patrols” earlier in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
being worn or carried that is placed inside the blazing furnace is incinerated instantly. Even magic items succumb to the blazing furnace, though the flames aren’t powerful enough to harm artifacts. If
the furnace isn’t replenished every hour with at least 100 gp worth of treasure, the Engine Car sputters and the train comes to a halt, causing a guard patrol (see “Guard Patrols” earlier in the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Polukranos, the World Eater, from its heavenly perch. The fifty-headed monster plunged toward the mortal realm, leaving a trail of Nyx blazing in the sky.
Heliod joined with Nylea, God of the Hunt, who
—legendary beings intended to serve as peerless threats. It also includes lore relevant to monsters from the Monster Manual that appear on Theros.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
being worn or carried that is placed inside the blazing furnace is incinerated instantly. Even magic items succumb to the blazing furnace, though the flames aren’t powerful enough to harm artifacts. If
the furnace isn’t replenished every hour with at least 100 gp worth of treasure, the Engine Car sputters and the train comes to a halt, causing a guard patrol (see “Guard Patrols” earlier in the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, appearing as a great fireball blazing through the night sky. Characters who investigate this celestial event find mind flayers skirmishing with githyanki warriors and a githyanki knight amid the wreckage
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, appearing as a great fireball blazing through the night sky. Characters who investigate this celestial event find mind flayers skirmishing with githyanki warriors and a githyanki knight amid the wreckage
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, appearing as a great fireball blazing through the night sky. Characters who investigate this celestial event find mind flayers skirmishing with githyanki warriors and a githyanki knight amid the wreckage
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Minute faeries flit from village to village causing mischief, while ancient treefolk travel to share their wisdom. Enormous giants seek new frontiers to explore, and friendly changelings, who can take
on any guise, are considered harbingers of good luck. Meanwhile, unfathomable beings called incarnations of nature combine the forms of many creatures to embody abstract concepts. (See chapter 3 for
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Minute faeries flit from village to village causing mischief, while ancient treefolk travel to share their wisdom. Enormous giants seek new frontiers to explore, and friendly changelings, who can take
on any guise, are considered harbingers of good luck. Meanwhile, unfathomable beings called incarnations of nature combine the forms of many creatures to embody abstract concepts. (See chapter 3 for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outer reaches of the Plane of Earth, and
, and water elementals. These are also the domains of the Elemental Princes of Evil—primordial beings of pure elemental fury. At the outermost extents of the Elemental Planes, the pure elements dissolve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elements exist in their purest form: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Minute faeries flit from village to village causing mischief, while ancient treefolk travel to share their wisdom. Enormous giants seek new frontiers to explore, and friendly changelings, who can take
on any guise, are considered harbingers of good luck. Meanwhile, unfathomable beings called incarnations of nature combine the forms of many creatures to embody abstract concepts. (See chapter 3 for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outer reaches of the Plane of Earth, and
, and water elementals. These are also the domains of the Elemental Princes of Evil—primordial beings of pure elemental fury. At the outermost extents of the Elemental Planes, the pure elements dissolve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elements exist in their purest form: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental






