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Returning 35 results for 'black burn diffusing changeling reason'.
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Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burn","rollDamageType":"radiant"} radiant damage and
Equipment
Combat
Utility
Whimsy
16
12
11
For some reason that is unknown, black cinnamon trees emanate a subtle magic and one in every hundred or so cinnamon trees across Obojima
gains this special trait. There are many legends surrounding the first black cinnamon tree. Kuroki village tells the tale of a wizard who walked into a cinnamon tree, turning it black—the sacred tree still stands to this day in the center of Kuroki Temple.
Darkling
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
Monsters
Eberron: Rising from the Last War
to the amount of damage taken.Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and
waits behind a silver skull.”
3
“Three days, three deaths, three eyes, three breaths.”
4
“Doom falls on the peacock and the sparrow alike. Best be a raven.”
5
“A white hand on a black field holds
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
(secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
d8
Quirk
1
You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and
Monsters
Icewind Dale: Rime of the Frostmaiden
Frost.First Form
In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down
can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is
Monsters
Icewind Dale: Rime of the Frostmaiden
form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Monsters
Princes of the Apocalypse
for new forests, plains, and kingdoms to burn.
Lair Actions
Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Lower Tavick’s Landing Visitors arrive at Wroann’s Gate or Terminus, but they leave through Black Arch, the gateway to the rest of Sharn. This is a heavily fortified garrison district, designed to
one of the few changeling communities in Breland. These days, Lower Tavick’s Landing is best known for High Walls—a former residential district converted into a home for refugees from the Last War
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Sea of Moving Ice Titanic icebergs bob in a churning black sea of unknown depth, crashing into one another with destructive results. Floating amid these mountains of ice, shrouded by mist, is Auril’s
island. Using sheer force of will, the Frostmaiden can anchor the island or cause it to slowly drift about. For that reason, the island doesn’t appear on maps of the Sea of Moving Ice.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bent Pyramid, which is encased in black granite, has no interior, no temple, and no obvious reason for existing. Sute’s Chosen, however, know it sits atop a well of immense magical power that can be tapped by manipulating sound waves.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
body. The bone-dry air makes each breath burn hot and taste of the baked earth.
Below you, about fifty feet away, a camel watches two desert nomads unearth a hulking stone golem half-buried in the
sand. Intent on their investigation of the golem, they don’t notice your arrival.
The two desert nomads (use the bandit stat block) and a camel they call Old Stink (for good reason) hail from a Bedine
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Old Road arrive at Wroann’s Gate. Getting to the better parts of Sharn from here means passing through Black Arch, a heavily fortified garrison district designed to repel enemies and withstand a full
one of the few changeling communities in Breland. House Orien has a strong presence in Lower Tavick’s Landing, and Orien heirs, laborers, and teamsters can be found in many of the districts. House
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. There’s no rhyme or reason to what the Gray Merchants seek, and the merchants themselves never speak. They conduct business through gestures, making their unusual trades and plodding off into the shadows
effects demand more significant sacrifices. Palamnites While most of the Returned are listless and quiet, palamnites burn with envy and rage. They are vicious killers, destroying what no longer brings
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of Black Earth When the elemental prophets were drawn to Tyar-Besil, the servants of elemental earth took control of the northeast quarter of the dwarven ruins. Long ago, this area served as
produced by the nearby elemental node. Unlike the members of the other three cults, the Black Earth cultists have easy access to the surface. This quarter of the temple complex lies almost directly
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives
light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Ritual Chamber Purple Flames. Black wax candles set in niches along the walls of this 20-foot-high room burn with a purple flame, filling the room with dim light.
Cult Ritual. Six cult fanatics
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
always those folk who burn with ambition. The path to power is never smooth. Anyone who tells you otherwise is a fool or an enemy.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
apparel on display was taken from wizards whom Maddgoth killed. Consequently, they come in all sizes and fashions. Many of these items have obvious burn marks, tears, bloodstains, and other defects
, complete with black robe, cowl, and rubber mask. A Medium character who wears the costume can make Charisma (Deception) checks to impersonate a mind flayer. Such checks are made with advantage if the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their
, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Zhentarim believes intrigue in Yartar is to blame: someone wants to harm the Black Network’s profits. Zhentarim agents first suspected the Harpers, but trusted spies recently reported back that an
destabilize Yartar so they can replace the current waterbaron with their own stooge. Then the new waterbaron can swiftly fix the troubles and thereby win local support. The Black Network is an incidental
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Litrix (armor) 13 Mirik (song) 14 Throden (many) 15 Thurkear (night) 16 Usk (iron) 17 Valignat (burn) 18 Vargach (battle) 19 Vutha (black) 20 Vyth (steel)
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
trees are everywhere. In one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing horse is
precariously to the high, tilted saddle, waving their arms and commanding imaginary armies into battle. Within spitting distance of the statue is the Stag-Horned Flagon, a cozy tavern. Reason to Visit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of an attack, the Falkovnians burn their dead, repair what they can, and whisper that now might be the time to flee. Invariably, though, someone speaks too loudly and a so-called traitor is impaled
upon Lekar’s walls. The people might want to abandon their homes, but Vladeska Drakov will not know defeat. FALKOVNIAN CHARACTERS
Characters from Falkovnia have good reason to be in other domains
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.) Herivin Dardragon is also worried about one of his regulars, a female shield dwarf prospector named Wulgreda. She has not stopped by in a long time (and is a prisoner in the Temple of the Black
Earth). Reason to Visit. Westbridge is a target when the cultists take revenge for the characters’ actions. The characters probably come to Westbridge in the aftermath of the “Dire Tidings” counterattack in chapter 4, or after the “Counsel of Despair” event in chapter 5.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
mysterious and terrifying figure known far and wide as “the Dark Lady.” Locals warn everyone to stay well away from the ruins. The truth of the tale is that the “Dark Lady” is a female adult black shadow
. Reason to Visit. A side trek in chapter 6 takes place at Rundreth Manor, and the characters have a chance to confront the Dark Lady and perhaps find common cause against the cults.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
darkling’s body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a
darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes
races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, two important merchants from Waterdeep, Kharloss and Jarlee, are overdue. (Gervor is currently a prisoner in area B14 of the Temple of the Black Earth, while the two Waterdhavians were captured by fire
cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.) Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
for removing the heart, draining the body of blood, and wrapping the remains in linen. These methods preserve the body so the pharaoh might call it to service. It is a crime to burn the dead. Akirrans
culture and have survived in an extreme environment. Most of the land’s people have dark hair and a variety of warm skin tones favoring golden to deep brown and black shades, and names with Egyptian
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->Waterdeep: Dungeon of the Mad Mage
encounter of your own design. Bear with Us A timid black bear shadows the characters, hoping to scavenge a tasty offering. If they feed the bear, it follows them like a companion and expects to be fed
regularly. Tree Believers As the heroes pass through the forest, two awakened trees interrogate them in Common, demanding to know the reason for their intrusion. If the characters are looking for
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
her “fair blessing.” 5 After filling your pockets with fool’s gold, you must flap your arms and quack like a duck. 6 You must bury an executioner’s hood (a black-capped mushroom found in the Feywild
color.) 8 You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you. 9 You must persuade a centaur to carry you on its






