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Returning 35 results for 'beneath billowing diffusing changelings restrict'.
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Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
is home to about one hundred residents, though visiting scholars give it the appearance of a larger settlement. Most permanent residents are kithkin, though faeries and changelings are also numerous
chapter 3.) Excavation. Ern Barhen hires adventurers to excavate chambers beneath the Library of Dundoolin. Recovered texts suggest this section of the structure is dangerous, with some chambers trapped
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
is home to about one hundred residents, though visiting scholars give it the appearance of a larger settlement. Most permanent residents are kithkin, though faeries and changelings are also numerous
chapter 3.) Excavation. Ern Barhen hires adventurers to excavate chambers beneath the Library of Dundoolin. Recovered texts suggest this section of the structure is dangerous, with some chambers trapped
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
is home to about one hundred residents, though visiting scholars give it the appearance of a larger settlement. Most permanent residents are kithkin, though faeries and changelings are also numerous
chapter 3.) Excavation. Ern Barhen hires adventurers to excavate chambers beneath the Library of Dundoolin. Recovered texts suggest this section of the structure is dangerous, with some chambers trapped
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
undulate like jellyfish. She is lawful neutral and one of the Nightsea chil-liren (see the “Nightsea Chil-liren” section). Tattoos of ancient Djaynaian symbols peak out from beneath her flowing robes
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
undulate like jellyfish. She is lawful neutral and one of the Nightsea chil-liren (see the “Nightsea Chil-liren” section). Tattoos of ancient Djaynaian symbols peak out from beneath her flowing robes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in Sarlona known to Khorvairians are described below. The
SHARN INQUISITIVE
Beneath the Basalt Towers, Part 3
When I first spoke to the Morgrave board, I hid the details I share with you now. I
did this not from malice, nor even from fear that I would be ridiculed, but rather because I could not bear to revisit the horrors I had seen beneath the merciless Menechtarun sands. I force myself
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in Sarlona known to Khorvairians are described below. The
SHARN INQUISITIVE
Beneath the Basalt Towers, Part 3
When I first spoke to the Morgrave board, I hid the details I share with you now. I
did this not from malice, nor even from fear that I would be ridiculed, but rather because I could not bear to revisit the horrors I had seen beneath the merciless Menechtarun sands. I force myself
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
undulate like jellyfish. She is lawful neutral and one of the Nightsea chil-liren (see the “Nightsea Chil-liren” section). Tattoos of ancient Djaynaian symbols peak out from beneath her flowing robes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in Sarlona known to Khorvairians are described below. The
SHARN INQUISITIVE
Beneath the Basalt Towers, Part 3
When I first spoke to the Morgrave board, I hid the details I share with you now. I
did this not from malice, nor even from fear that I would be ridiculed, but rather because I could not bear to revisit the horrors I had seen beneath the merciless Menechtarun sands. I force myself
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
away quickly and does nothing to stop the billowing smoke. Wormriddle fashioned tight-fitting iron lids for the braziers and keeps them in area 23b. If both braziers are properly covered, the smoke in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
away quickly and does nothing to stop the billowing smoke. Wormriddle fashioned tight-fitting iron lids for the braziers and keeps them in area 23b. If both braziers are properly covered, the smoke in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
away quickly and does nothing to stop the billowing smoke. Wormriddle fashioned tight-fitting iron lids for the braziers and keeps them in area 23b. If both braziers are properly covered, the smoke in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
the creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
the creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
smaller — but no less effective — workings of magic that keep safe important locations like Candlekeep. Even the many-layered wards and effects of Undermountain, beneath Waterdeep, are considered a mythal
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
smaller — but no less effective — workings of magic that keep safe important locations like Candlekeep. Even the many-layered wards and effects of Undermountain, beneath Waterdeep, are considered a mythal
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
smaller — but no less effective — workings of magic that keep safe important locations like Candlekeep. Even the many-layered wards and effects of Undermountain, beneath Waterdeep, are considered a mythal
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beneath the surface, and ruined castles. The “Dungeons” section in chapter 3 can help you craft a dungeon environment for an adventure. Of course, not every adventure takes place in a dungeon. A
the creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of justice convene in floating citadels atop billowing clouds, and crystal falls of holy water cascade over their wispy edge to blessed fountains below. Excelsior’s divinely appointed high chancellor
, Forough (lawful good, human archmage who can cast cleric spells), looks after the gate-town. The venerable human chancellor is a kind-hearted and patient soul, but beneath her calm exterior pumps the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of justice convene in floating citadels atop billowing clouds, and crystal falls of holy water cascade over their wispy edge to blessed fountains below. Excelsior’s divinely appointed high chancellor
, Forough (lawful good, human archmage who can cast cleric spells), looks after the gate-town. The venerable human chancellor is a kind-hearted and patient soul, but beneath her calm exterior pumps the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of justice convene in floating citadels atop billowing clouds, and crystal falls of holy water cascade over their wispy edge to blessed fountains below. Excelsior’s divinely appointed high chancellor
, Forough (lawful good, human archmage who can cast cleric spells), looks after the gate-town. The venerable human chancellor is a kind-hearted and patient soul, but beneath her calm exterior pumps the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and cycles beneath the shaft like a red cyclone. Everywhere it moves, it spatters the walls with blood, bone, and viscera. The corpses are sacrifices to Yan-C-Bin, hurled down the shaft by air cultists
a drow hang suspended from hooks connected to chains. Blood pools on the floor beneath them. Beetles scurry along the floor, walls, and down the chains and onto the victims, which faintly struggle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and cycles beneath the shaft like a red cyclone. Everywhere it moves, it spatters the walls with blood, bone, and viscera. The corpses are sacrifices to Yan-C-Bin, hurled down the shaft by air cultists
a drow hang suspended from hooks connected to chains. Blood pools on the floor beneath them. Beetles scurry along the floor, walls, and down the chains and onto the victims, which faintly struggle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and cycles beneath the shaft like a red cyclone. Everywhere it moves, it spatters the walls with blood, bone, and viscera. The corpses are sacrifices to Yan-C-Bin, hurled down the shaft by air cultists
a drow hang suspended from hooks connected to chains. Blood pools on the floor beneath them. Beetles scurry along the floor, walls, and down the chains and onto the victims, which faintly struggle
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
make a DC 15 Dexterity saving throw. On a failed save, a creature takes an additional 28 (8d6) bludgeoning damage and is restrained beneath the rubble. On a successful save, the creature takes half
compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
make a DC 15 Dexterity saving throw. On a failed save, a creature takes an additional 28 (8d6) bludgeoning damage and is restrained beneath the rubble. On a successful save, the creature takes half
compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
make a DC 15 Dexterity saving throw. On a failed save, a creature takes an additional 28 (8d6) bludgeoning damage and is restrained beneath the rubble. On a successful save, the creature takes half
compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Tyrant’s Spiral The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near chaotically aligned gate-towns—like Bedlam
that somewhere in Tyrant’s Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns. T3: Ocular Space Billowing magenta fog swirls over the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Tyrant’s Spiral The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near chaotically aligned gate-towns—like Bedlam
that somewhere in Tyrant’s Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns. T3: Ocular Space Billowing magenta fog swirls over the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Tyrant’s Spiral The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near chaotically aligned gate-towns—like Bedlam
that somewhere in Tyrant’s Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns. T3: Ocular Space Billowing magenta fog swirls over the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion’s back, unaware of the mighty power beneath them. Such settlements can thrive for
, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion’s back, unaware of the mighty power beneath them. Such settlements can thrive for
, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display






