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Returning 35 results for 'billowing bad diffusing cause readily'.
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blowing bad diffusing cast reality
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Forge Hammer", "rollDamageType":"bludgeoning"} bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. The tritons’ limited view of the world leaves them ignorant of the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to
readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other
Species
Mythic Odysseys of Theros
-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Monsters
Princes of the Apocalypse
uses her lair action to cause one of the following effects:
Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Backgrounds
Sword Coast Adventurer's Guide
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
can face any adversity in this strange land.
2
The gods of my people are a comfort to me so far from home.
3
I hold no greater cause than my service to my people.
4
My freedom is my
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
different ways that the demons and the dragons could be interpreting those words. Ultimately, the adventurers might be in the position of having to choose between an outcome that is bad for them but good
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
different ways that the demons and the dragons could be interpreting those words. Ultimately, the adventurers might be in the position of having to choose between an outcome that is bad for them but good
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or cooperate with demons in order to escape the clutches of the dragons. Throughout the campaign, the goals of the Chamber might not be readily apparent. Locations such as the planar observatory
different ways that the demons and the dragons could be interpreting those words. Ultimately, the adventurers might be in the position of having to choose between an outcome that is bad for them but good
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
between what characters think and how they behave. When creating adventures rooted in psychological horror, consider common fears and anxieties. These readily become metaphors for villains and monsters
perceptions and how characters might overcome them. The “Fear and Stress” section of chapter 4 provides options for dealing with the stress of adventuring. If some force is actively trying to cause stress for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. The Golden Vault’s undercover
handler might be able to obtain it for them, provided the equipment is readily available and not too expensive. If you decide to use the Golden Vault as the characters’ patron organization, work with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. The Golden Vault’s undercover
handler might be able to obtain it for them, provided the equipment is readily available and not too expensive. If you decide to use the Golden Vault as the characters’ patron organization, work with
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
warforged are not always certain, you take up their cause. 6 Criminals. When a criminal has been wronged but doesn’t want to be brought to justice they come to you, trusting (rightly or wrongly) that you won’t turn them in.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
between what characters think and how they behave. When creating adventures rooted in psychological horror, consider common fears and anxieties. These readily become metaphors for villains and monsters
perceptions and how characters might overcome them. The “Fear and Stress” section of chapter 4 provides options for dealing with the stress of adventuring. If some force is actively trying to cause stress for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault’s motto reflects its primary motivation: “Do good, no matter the cost.” Missions from the Golden Vault are often illegal, but they always support a just, moral cause. The Golden Vault’s undercover
handler might be able to obtain it for them, provided the equipment is readily available and not too expensive. If you decide to use the Golden Vault as the characters’ patron organization, work with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
between what characters think and how they behave. When creating adventures rooted in psychological horror, consider common fears and anxieties. These readily become metaphors for villains and monsters
perceptions and how characters might overcome them. The “Fear and Stress” section of chapter 4 provides options for dealing with the stress of adventuring. If some force is actively trying to cause stress for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
depths — something far worse than the drow. You need not explain the cause of these dreams and images at this time. Characters can chalk them up to the conditions in the slave pen, or to the aftereffects
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
warforged are not always certain, you take up their cause. 6 Criminals. When a criminal has been wronged but doesn’t want to be brought to justice they come to you, trusting (rightly or wrongly) that you won’t turn them in.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
depths — something far worse than the drow. You need not explain the cause of these dreams and images at this time. Characters can chalk them up to the conditions in the slave pen, or to the aftereffects
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
depths — something far worse than the drow. You need not explain the cause of these dreams and images at this time. Characters can chalk them up to the conditions in the slave pen, or to the aftereffects
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
warforged are not always certain, you take up their cause. 6 Criminals. When a criminal has been wronged but doesn’t want to be brought to justice they come to you, trusting (rightly or wrongly) that you won’t turn them in.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
they catch the wind. As an action, while within 5 feet of the sails, the ship’s captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
they catch the wind. As an action, while within 5 feet of the sails, the ship’s captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
they catch the wind. As an action, while within 5 feet of the sails, the ship’s captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, blood and offal from butchers, lye and fur from tanners, and indescribable chemical mixtures from alchemists. In the eastern portion of the Styes, the pollution is so bad that the river’s flow has been
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, blood and offal from butchers, lye and fur from tanners, and indescribable chemical mixtures from alchemists. In the eastern portion of the Styes, the pollution is so bad that the river’s flow has been
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey host might be regarded as an insult and cause a hubbub, if not a revocation of the Fey host’s hospitality. A trusty Fey guide can provide invaluable assistance in navigating such delicate
; this is why refusing a gift from a Fey creature can cause them consternation, as they’re trying to right a perceived imbalance by giving the gift. But accepting a gift from a Fey can cause problems for
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey host might be regarded as an insult and cause a hubbub, if not a revocation of the Fey host’s hospitality. A trusty Fey guide can provide invaluable assistance in navigating such delicate
; this is why refusing a gift from a Fey creature can cause them consternation, as they’re trying to right a perceived imbalance by giving the gift. But accepting a gift from a Fey can cause problems for
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey host might be regarded as an insult and cause a hubbub, if not a revocation of the Fey host’s hospitality. A trusty Fey guide can provide invaluable assistance in navigating such delicate
; this is why refusing a gift from a Fey creature can cause them consternation, as they’re trying to right a perceived imbalance by giving the gift. But accepting a gift from a Fey can cause problems for






