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Returning 35 results for 'blade before devoid consult return'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
a vague likeness of its master.
Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so many
Monsters
Phandelver and Below: The Shattered Obelisk
make it have the charmed or frightened conditions.Multiattack. The goblin makes three Psychic Blade attacks.
Psychic Blade. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to
hit", "rollAction":"Psychic Blade"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Psychic Blade", "rollDamageType
equipment
one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are
Magic Items
Waterdeep: Dungeon of the Mad Mage
The longsword, Tearulai, is a sentient, neutral good longsword of sharpness;sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword’s
cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Evil creatures can’t
Solar
Legacy
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4
Monk
Legacy
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Classes
Basic Rules (2014)
shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep
training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of communication with Flaming Fist officers and
Changeling
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
at their heads and ears.
Despite the ominous murals and the devil face carving, this hall is devoid of traps. Any character who searches the devil face finds a lizard hiding in the carving’s
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
at their heads and ears.
Despite the ominous murals and the devil face carving, this hall is devoid of traps. Any character who searches the devil face finds a lizard hiding in the carving’s
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
at their heads and ears.
Despite the ominous murals and the devil face carving, this hall is devoid of traps. Any character who searches the devil face finds a lizard hiding in the carving’s
it to the tomb thinking it might be useful for setting off traps. The lizard escaped and wound up here. It doesn’t know what became of its captors and helps the characters any way it can if they promise to return it to Omu.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
desert caravan or return to their quest-giver to report their findings. If your players wish to continue exploring the ruins of Cynidicea or the underground city beneath the ziggurat, consult the following section.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
desert caravan or return to their quest-giver to report their findings. If your players wish to continue exploring the ruins of Cynidicea or the underground city beneath the ziggurat, consult the following section.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters return to him with the logbook and Beltha, Aristimus is outwardly reserved but inwardly delighted. So long as the logbook is recovered, he provides the characters with a
, such as Automata. If the characters also return with Beltha, Aristimus provides the bonus he offered: 2,000 gp if Beltha is alive and 1,000 gp if not. If the characters failed in their mission
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
desert caravan or return to their quest-giver to report their findings. If your players wish to continue exploring the ruins of Cynidicea or the underground city beneath the ziggurat, consult the following section.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
opening appears devoid of life: The entrance to the gem mine is an open tunnel in a hillside. Empty carts are parked near the entrance, next to which a crude wooden sign has been propped up. Written on
like dragon!” “Trex smart! He speaks like human who knows a lot. He don’t speak Dragon no more.” “Trex says miners want their mine back. Trex wants something better in return.” “Trex says we be safer in town. There’s food in town!”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
opening appears devoid of life: The entrance to the gem mine is an open tunnel in a hillside. Empty carts are parked near the entrance, next to which a crude wooden sign has been propped up. Written on
like dragon!” “Trex smart! He speaks like human who knows a lot. He don’t speak Dragon no more.” “Trex says miners want their mine back. Trex wants something better in return.” “Trex says we be safer in town. There’s food in town!”
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters return to him with the logbook and Beltha, Aristimus is outwardly reserved but inwardly delighted. So long as the logbook is recovered, he provides the characters with a
, such as Automata. If the characters also return with Beltha, Aristimus provides the bonus he offered: 2,000 gp if Beltha is alive and 1,000 gp if not. If the characters failed in their mission
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters return to him with the logbook and Beltha, Aristimus is outwardly reserved but inwardly delighted. So long as the logbook is recovered, he provides the characters with a
, such as Automata. If the characters also return with Beltha, Aristimus provides the bonus he offered: 2,000 gp if Beltha is alive and 1,000 gp if not. If the characters failed in their mission
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
opening appears devoid of life: The entrance to the gem mine is an open tunnel in a hillside. Empty carts are parked near the entrance, next to which a crude wooden sign has been propped up. Written on
like dragon!” “Trex smart! He speaks like human who knows a lot. He don’t speak Dragon no more.” “Trex says miners want their mine back. Trex wants something better in return.” “Trex says we be safer in town. There’s food in town!”
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
that hint at how to return Elturel to Faerûn. These visions trigger some of Lulu’s memories. She sees a path forward, but it involves the characters leaving the city to brave the terrible landscape of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Polymorph Blade Weapon (any sword), very rare (requires attunement) When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
that hint at how to return Elturel to Faerûn. These visions trigger some of Lulu’s memories. She sees a path forward, but it involves the characters leaving the city to brave the terrible landscape of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
that hint at how to return Elturel to Faerûn. These visions trigger some of Lulu’s memories. She sees a path forward, but it involves the characters leaving the city to brave the terrible landscape of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Carnival Owners The owners of the Witchlight Carnival are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light. Witch is matter-of-fact and devoid of pretense
-kai transformed into fun-loving free spirits who secretly dread the day when the two carnivals cross paths again. They have no desire to return to their gloomy old carnival, which is described in more
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Carnival Owners The owners of the Witchlight Carnival are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light. Witch is matter-of-fact and devoid of pretense
-kai transformed into fun-loving free spirits who secretly dread the day when the two carnivals cross paths again. They have no desire to return to their gloomy old carnival, which is described in more
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Carnival Owners The owners of the Witchlight Carnival are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light. Witch is matter-of-fact and devoid of pretense
-kai transformed into fun-loving free spirits who secretly dread the day when the two carnivals cross paths again. They have no desire to return to their gloomy old carnival, which is described in more
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
their lack of proper devotion. Occasionally a god’s weapon might fall into the wrong hands or go missing entirely, sparking fantastic quests. Consult the Weapons of the Gods Adventures table for
from a divine champion who needed it but refuses to return it.
4 Destroy a god’s weapon and channel the energy released to create a new magic item or work a miracle.
5 Reforge a god’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
their lack of proper devotion. Occasionally a god’s weapon might fall into the wrong hands or go missing entirely, sparking fantastic quests. Consult the Weapons of the Gods Adventures table for
from a divine champion who needed it but refuses to return it.
4 Destroy a god’s weapon and channel the energy released to create a new magic item or work a miracle.
5 Reforge a god’s






