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Returning 35 results for 'bitter blazing diffusing continues rules'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack
sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls. Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food
Species
Eberron: Rising from the Last War
assassins within House Phiarlan. Only special clients—nobles, merchant lords, and the like—have access to these spies.
Toward the end of the Last War, a bitter feud broke out between the
major families of the house. Known as the Shadow Schism, it resulted in a split withinin Phiarlan—and the foundation of House Thuranni. House Phiarlan continues to offer entertainment and
Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Monsters
Princes of the Apocalypse
drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures
":"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->Wayfinder's Guide to Eberron
spies. Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow Schism, it resulted in a split withinin Phiarlan — and the foundation of House
Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni operates in Karrnath, the Lhazaar Principalities, and the eastern lands. As a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spies. Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow Schism, it resulted in a split withinin Phiarlan — and the foundation of House
Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni operates in Karrnath, the Lhazaar Principalities, and the eastern lands. As a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
spies. Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow Schism, it resulted in a split withinin Phiarlan — and the foundation of House
Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni operates in Karrnath, the Lhazaar Principalities, and the eastern lands. As a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Weightlessness In any location where gravity isn’t present, the following rules apply: Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed
and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Weightlessness In any location where gravity isn’t present, the following rules apply: Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed
and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Weightlessness In any location where gravity isn’t present, the following rules apply: Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed
and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros God of the Forge Purphoros is the god of the forge, the restless earth, and fire. He rules the raw creative force that infuses sapient minds. Purphoros is also the god of artisans
creatures are associated with him. When angered, he might appear as an enormous mass of lava, a blazing fire, or a volcanic eruption. Mortals who see Purphoros in one of those forms seldom live to tell about it.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros God of the Forge Purphoros is the god of the forge, the restless earth, and fire. He rules the raw creative force that infuses sapient minds. Purphoros is also the god of artisans
creatures are associated with him. When angered, he might appear as an enormous mass of lava, a blazing fire, or a volcanic eruption. Mortals who see Purphoros in one of those forms seldom live to tell about it.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros God of the Forge Purphoros is the god of the forge, the restless earth, and fire. He rules the raw creative force that infuses sapient minds. Purphoros is also the god of artisans
creatures are associated with him. When angered, he might appear as an enormous mass of lava, a blazing fire, or a volcanic eruption. Mortals who see Purphoros in one of those forms seldom live to tell about it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
special clients—nobles, merchant lords, and the like—have access to these spies. Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow
Schism, it resulted in a split withinin Phiarlan—and the foundation of House Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
special clients—nobles, merchant lords, and the like—have access to these spies. Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow
Schism, it resulted in a split withinin Phiarlan—and the foundation of House Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
special clients—nobles, merchant lords, and the like—have access to these spies. Toward the end of the Last War, a bitter feud broke out between the major families of the house. Known as the Shadow
Schism, it resulted in a split withinin Phiarlan—and the foundation of House Thuranni. House Phiarlan continues to offer entertainment and espionage in the lands west of the Mournland, while Thuranni
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in a memorable battle? Do they take actions they’ll later regret? Do they make a bitter enemy who comes back to haunt them years later, when the campaign continues in the present day? A magical
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement
Part 3: Master of Rules Dungeons & Dragons isn’t a head-to-head competition, but it needs someone who is impartial yet involved in the game to guarantee that everyone at the table plays by the rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement
Part 3: Master of Rules Dungeons & Dragons isn’t a head-to-head competition, but it needs someone who is impartial yet involved in the game to guarantee that everyone at the table plays by the rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement
Part 3: Master of Rules Dungeons & Dragons isn’t a head-to-head competition, but it needs someone who is impartial yet involved in the game to guarantee that everyone at the table plays by the rules
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Granite, Myzelda of Slate, Yanna of Basalt, Noll of Obsidian, and Malo of Marble. The korreds of Yon despise Endelyn Moongrave, whom they commonly refer to as Bitter End. If the characters convince
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Granite, Myzelda of Slate, Yanna of Basalt, Noll of Obsidian, and Malo of Marble. The korreds of Yon despise Endelyn Moongrave, whom they commonly refer to as Bitter End. If the characters convince
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Granite, Myzelda of Slate, Yanna of Basalt, Noll of Obsidian, and Malo of Marble. The korreds of Yon despise Endelyn Moongrave, whom they commonly refer to as Bitter End. If the characters convince
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drawbridge?
The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drawbridge?
The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drawbridge?
The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!
—Jeremy Crawford
Introduction: Welcome to Adventure This story began 50 years ago, and you’re part of it. In the 1970s, Gary Gygax and Dave Arneson created a game of make-believe that fused rules with storytelling
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!
—Jeremy Crawford
Introduction: Welcome to Adventure This story began 50 years ago, and you’re part of it. In the 1970s, Gary Gygax and Dave Arneson created a game of make-believe that fused rules with storytelling
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!
—Jeremy Crawford
Introduction: Welcome to Adventure This story began 50 years ago, and you’re part of it. In the 1970s, Gary Gygax and Dave Arneson created a game of make-believe that fused rules with storytelling
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the distinctive ring attached to every airship. The appearance of a ring depends on the type of elemental spirit bound to the core; for example, a fire elemental spirit generates a blazing ring of
Helming an airship that typically requires a dragonmarked pilot is difficult—but not impossible. At your DM’s discretion, you can use the following rules for piloting a ship without a dragonmark






