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Returning 35 results for 'blade bolts diffusing comfort return'.
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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
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
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
Monsters
The Wild Beyond the Witchlight
can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn.
Revivify (Recharges at the Next Dawn). While holding Steel
comfort to those who have no goodness in them.”
Ideal. “Justice needs champions. I count myself as one.”
Bond. “Valor’s Call is not just an assembly of like-minded
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
Monsters
Bigby Presents: Glory of the Giants
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
an action to break away the ice. A creature hindered by ice has its speed reduced to 0.
Lightning Bolts. Bolts of lightning strike down. Each creature in the cylinder must succeed on DC 25 Dexterity
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"recharge", "rollAction":"Lightning Barrage"}. The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a DC 22
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
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
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
Bugbear
Legacy
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Species
Volo's Guide to Monsters
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
. If the brother gods are angry with them, they let the bugbears know with bolts of lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Druid Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Druid Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Druid Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Druid Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Druid Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Druid Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest
’ activities. Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Druid
Legacy
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Classes
Basic Rules (2014)
Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
Crouching
; activities.
Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Dungeon Teleporter The bodies of three dead cultists lie on the floor here. A successful DC 13 Wisdom (Medicine) check determines that two of them were killed by bolts of magical force
two immediately but the third chased him into area 15, where the elementals attacked both of them. The teleporter here can reach any teleport circle in the tower above, but its controls do not allow characters to return to the sundial.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
comfort and amenities. If the council needs a tiebreaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara tries to cut off the party’s escape by casting web across the tunnel ahead. In addition to giving chase, the drow in the pursuit party pepper the characters with poisoned crossbow bolts, hoping to
, although she and others from Velkynvelve might reappear when the adventurers return to the Underdark (see chapter 15, “The City of Spiders”). If you want to extend the chase, the drow could pursue the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Ilvara tries to cut off the party’s escape by casting web across the tunnel ahead. In addition to giving chase, the drow in the pursuit party pepper the characters with poisoned crossbow bolts, hoping to
, although she and others from Velkynvelve might reappear when the adventurers return to the Underdark (see chapter 15, “The City of Spiders”). If you want to extend the chase, the drow could pursue the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Aftermath If the party defeats the cultists, they find that each of them bears a tattoo of three parallel lightning bolts on their forearms. If any are taken prisoner and questioned, they answer with
. The council asks the party to sneak into town and assess the situation there. If the town is no longer safe, the settlers must return to Neverwinter in defeat.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits led by one bandit captain. The bandits try to take out sentinels outside the camp perimeter first. Otherwise, the attack starts with a volley of sixteen bolts, lit on fire and all directed at
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
, Evin says the city can afford to offer 5,000 gp for Theldin’s safe return. A character who succeeds on a DC 13 Charisma (Persuasion) check can get Evin to increase the reward to 8,000 gp and secures
so from the comfort of his own forge.” Once the players are ready to continue, proceed to the “Fireside Monastery” section below.






