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Returning 35 results for 'bending burns diffusing conduct returns'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
check.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
coal tender and asks the characters, in Ignan, “You want in that cauldron?” He offers to give them the password in exchange for some dry wood (he loves the sound that dry wood makes when it burns). If
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
coal tender and asks the characters, in Ignan, “You want in that cauldron?” He offers to give them the password in exchange for some dry wood (he loves the sound that dry wood makes when it burns). If
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has a walking speed of 30 feet and returns to its spot over the coals after 10 minutes. If the cauldron scuttles away, a magmin emerges from within the pile of hot coals. It introduces itself as the
coal tender and asks the characters, in Ignan, “You want in that cauldron?” He offers to give them the password in exchange for some dry wood (he loves the sound that dry wood makes when it burns). If
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running the Test To conduct the Test of High Sorcery, the mage Demelin conjures a vision of Onyari’s fall When a test-taking character is ready to begin the test, Demelin instructs them to move to
develop this scene in a way that’s influenced by the test-taking character’s alignment. Good Character The dragon returns and attacks the fleeing people, including both a large group of innocents and a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running the Test To conduct the Test of High Sorcery, the mage Demelin conjures a vision of Onyari’s fall When a test-taking character is ready to begin the test, Demelin instructs them to move to
develop this scene in a way that’s influenced by the test-taking character’s alignment. Good Character The dragon returns and attacks the fleeing people, including both a large group of innocents and a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Running the Test To conduct the Test of High Sorcery, the mage Demelin conjures a vision of Onyari’s fall When a test-taking character is ready to begin the test, Demelin instructs them to move to
develop this scene in a way that’s influenced by the test-taking character’s alignment. Good Character The dragon returns and attacks the fleeing people, including both a large group of innocents and a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the
the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Regional Effects The region containing Juiblex’s lair is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the
the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Regional Effects The region containing Juiblex’s lair is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the
the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Regional Effects The region containing Juiblex’s lair is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hospitality (see “Rules of Conduct” in chapter 2), Nib offers to craft a gift for each character. Taking up a pair of knitting needles, he swiftly knits his gold yarn into an object that retains a golden
(minimum 1 gp). A common magic item reduces his supply by 100 gp, while an uncommon magic item reduces it by 500 gp. A character might feel obliged to honor the rule of reciprocity (see “Rules of Conduct” in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and
conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in area 54 of map
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and
conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in area 54 of map
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
unless they conduct extensive dives to plumb the mere’s depths, requiring DC 10 Strength (Athletics) checks to swim underwater. If any characters are capable of staying this deep without suffocating and
conduct a thorough search of the lake, they discover the passage with a successful DC 12 Wisdom (Perception) check. If the characters enter through this watery passage, they emerge in area 54 of map
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
Compendium
- Sources->Dungeons & Dragons->Divine Contention
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
Compendium
- Sources->Dungeons & Dragons->Divine Contention
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
Compendium
- Sources->Dungeons & Dragons->Divine Contention
command word is spoken by that creature again, the statue returns to its original position on the ship and is no longer animate. The statue has AC 17, 27 hit points, and immunity to poison and psychic
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
, and the color of the flame returns to white. When the flame does so, the sand instantly reappears in the top part of the hourglass (provided the hourglass is intact), and the stone that was cast into
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Experiments in the Unknown Cania is essentially an enormous laboratory. Mephistopheles and his devotees prefer to conduct their studies in a wasteland where they can unleash gouts of arcane energy
the Nine Hells forces him to relinquish direct oversight of a project. When he returns to his research, a new mystery might capture his fancy, while the older project continues to move forward
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Experiments in the Unknown Cania is essentially an enormous laboratory. Mephistopheles and his devotees prefer to conduct their studies in a wasteland where they can unleash gouts of arcane energy
the Nine Hells forces him to relinquish direct oversight of a project. When he returns to his research, a new mystery might capture his fancy, while the older project continues to move forward
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Experiments in the Unknown Cania is essentially an enormous laboratory. Mephistopheles and his devotees prefer to conduct their studies in a wasteland where they can unleash gouts of arcane energy
the Nine Hells forces him to relinquish direct oversight of a project. When he returns to his research, a new mystery might capture his fancy, while the older project continues to move forward
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend
. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the floor and a fire burns in a brazier in the center of the room. There is one necromancer in here, plus one ghast and one priest for every character in the party, including sidekicks. The characters
a character disturbs the bones or returns to the same room, the bones arise from their niches and form skeletal swarms. Each burial chamber contains two skeletal swarms per character in the party
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the floor and a fire burns in a brazier in the center of the room. There is one necromancer in here, plus one ghast and one priest for every character in the party, including sidekicks. The characters
a character disturbs the bones or returns to the same room, the bones arise from their niches and form skeletal swarms. Each burial chamber contains two skeletal swarms per character in the party






