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Returning 35 results for 'blade both diffusing connects receives'.
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Monsters
Van Richten’s Guide to Ravenloft
frightened of the priest until the start of the creature’s next turn.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The
priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent
Monsters
Van Richten’s Guide to Ravenloft
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new
it regains all its hit points at the end of every combatant’s turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Monsters
Van Richten’s Guide to Ravenloft
which the creature is covered by ectoplasm.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives
a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo
Monsters
Van Richten’s Guide to Ravenloft
":"force"} force damage if it ends its turn inside a creature or an object.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives
. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To
Monsters
Van Richten’s Guide to Ravenloft
10 feet.
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it
receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar 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
. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Van Richten’s Guide to Ravenloft
of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points
turn.Multiattack. The priest attacks twice.
Soul Blade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Soul Blade"} to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2
Aasimar
Legacy
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Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness.
Each aasimar can count a specific
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
three languages
Challenge 6 (2,300 XP) Proficiency Bonus +3
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies
if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Bonus +3
Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it
receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.
To prevent this revival, the Tattoo of Osybus on the priest’s body
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the Dock Ward — three dead so far, each one decapitated by a blade in the dead of night. Look into it, will you? Methinks the City Watch could use a little help.” Characters who spend three
Soluun Xibrindas, a renegade drow gunslinger (see appendix B). Soluun hides in the shadows, blade drawn, waiting for the half-elf to stumble by. Spotting him before he strikes requires a successful DC 18
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A character who manages to catch the body finds that it’s an ages-old, rag-clad elf skeleton. 3 A misshapen arch is covered in drooping, metallic, blade-like decorations. The arch was once a portal to
. The Whisker A long and narrow span of wiry metal forms a bridge across a hollow in the Spire. Other metallic protrusions jut from the vertical walls.
This 200-foot-long, 5-foot-wide bridge connects
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
understands Abyssal can translate the demonic whispers: Wrack and ruin, flash and thunder,
Let them claim the dragon’s plunder;
Death is close! Her doom has come!
To blade and spell she will succumb
mound of sand. Iymrith can burrow through the sand to reach area 4 beyond. A 30-foot-wide hole in the east wall is plain for all to see and leads to a rough-hewn passage that eventually connects to area
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
under coins and not visible at a glance. One must dig through the coins to find them. A character who tries to get closer receives a friendly warning in the form of a growl, a stare, and claws clicking
to cause the disturbance. The Keepers have identified a Gray Ghost agent — a derro called Droki, who carries messages and supplies for the thieves’ guild (see “Droki” in the “Blade Bazaar” section
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in
the brigganocks into leaving. A galeb duhr working for the korreds infiltrated the mine and overheard several brigganocks talking about a secret tunnel that connects the mine to Motherhorn. The tunnel
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
yet, Glaive and one of her blade scout companions attack the characters from both ends of this narrow tunnel. After all combatants have taken a turn, the attackers flee into Landro and hide for another
“Antigravity Wells” section earlier in this chapter). The well connects to Landro’s right hip (see area L8). L6: Left Foot The stone door at the toe end of this hollow foot has broken in several parts and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
by noise in other rooms, they are surprised if the characters attack. O9: Upper Hallway The mansion’s staircase connects this small hallway to area O4 on the ground floor. To the east, the hall ends in
the Heavens for days, preparing to reactivate the city’s ancient flying magic. The clerk knows nothing of Lord Soth and prefers it that way. The death knight supposedly receives orders directly from
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
demonic face looking back at her. Thoughts of murder and carnage fill her thoughts as she hides the gemstone on her person, draws her shortsword, and coats the blade with poison.
Cyrog Lives! Hail
A character that tries to learn more about Yeenoghu, the Demon Lord of Gnolls, receives the following unsettling vision. A hunched and rotting creature with the head of a fiendish hyena swings a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
crypt is opened by those who don’t serve the god Zotzilaha. The curse lasts until it is dispelled, and 4d10 days after this tomb has been broken into, every cursed violator receives a visit from either
locate any treasure stolen from this place. In the intervening time, he might regain some of his former power. Battleaxe. The battleaxe has a blade of bronze, and the haft is wound with snakeskin
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
already rolled this effect. 96–00 A tear in reality creates a rift in the region, similar to the spell gate, that passes through the Far Realm and connects with a random plane. Any creature that
, writing on foggy glass, or insects swarming to create messages. 76–80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
more of its kind are in the dungeon and receives a general impression of area 42, where more otyughs live. All these otyughs hate the Thayans. Niches. The shallow niches are 3 feet off the floor and 5
. The corridor that leads east to area 22 in the Hatchery contains a white gate. Another white gate is situated in the southern passage that connects with area 21 in the Hatchery. Hatchery Thayans
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
droppings. Poorly cured hide blankets are carelessly scattered over the floor.
Secret Door. In the north end of area 4, a secret door connects to area 14. A character can find the door by succeeding on
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
poisonous gas hidden above the door. A thin wire connects it to the latch of the door. A character who has a passive Perception score of 16 or higher notices the wire. A character who is searching
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
trap, or failing to disarm it, triggers the trap. When the trap is triggered, a scything blade swings up, striking at any creature within 5 feet of the front of the chest. Affected creatures must make a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to protect the gardens from intruders in Zybilna’s absence.” “Our presence here means that our mistress is gone. Where? We do not know.” “The palace receives visitors even in Zybilna’s absence
accessible from a 10-foot-high stone catwalk that connects it with the servants’ quarters (area P15). A bronze plaque above the door bears the word “Wrath” in Common. The tower is 30 feet tall and has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
part ranks to allow the seeker inside to the Court of Air. Visitors are instructed to cross that area and stand before the Emerald Door, where another monk receives them, offers them food, bath, and
, and Milil built into it. The Hearth connects to the House of Rest, a structure with four-bunk rooms where seekers are assigned quarters upon their acceptance. Finally, next to the House of Rest, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
to navigate. Spiked to the tunnel floors are rail tracks built for iron carts. To get from one mine level to the next, one must traverse a series of ramps or use the elevator that connects areas 9
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
Staircase This 40-foot-high, spiral staircase connects area S2 on the first floor and area S13 on the second floor. The stone tower that contains the staircase no longer has a roof over it; the conical
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warehouse duty. Her job mostly involves running from one row of crates to another, filling orders for customers and grouping them for retrieval by other Dran Enterprises employees. She receives her
your platform to the crow’s nest in the middle of the ship. Similar rigging connects the crow’s nest to a platform at the aft of the ship. On that far platform, you see an iron door — the exit portal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters as long as he receives a share of treasure equal to that of a character and a chance to fight giants. Treasure. The armorer and the smith each have a sack filled with 1,000 gp. 17. Blocked
total of 13,000 cp). Opening the second chest triggers a scything blade trap that targets the opener (+7 to hit), dealing 10 (3d6) slashing damage on a hit. With a successful DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
trapdoor in the floor requires a successful DC 20 Wisdom (Perception) check to find. The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to a similar trapdoor in
to us, I shall grant you a reward. Meepo can accompany you if you desire.”
If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects area 15 and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) check realizes that the goo didn’t come from the intellect snare but seeped from the wall beyond it. The first person to touch the goo receives a psychic flash of the layout of the occipital
characters venture into the pool, read or paraphrase the following: Strange fluid presses in on all sides. Contact with it connects you to a vast, alien presence. Clouds of blood and strange lumps of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
who is a member of the Lords’ Alliance receives the finest quarters, which happen to have thin walls so that Yondral can spy on his guests. Rassalantar’s keep has largely been robbed of its stone to
back over years, unless it is uprooted. Stone Trail This dirt road runs north of the Sumber Hills and connects Westbridge to Beliard. A major landmark, the Stone Bridge, lies along this route. Sumber
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
Baron Drüf lying atop a marble slab. Treasure. Hidden under the brown mold next to the baron’s bones is a luck blade with one wish remaining. If a creature uses the wish to try to escape from Barovia
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
lead down to area P31 and up to area P49. Treasure. Strongheart wields Steel, a magic longsword (see appendix A). The sentient blade can’t be removed from the knight’s hand while he’s frozen in time
is empty. A short staircase leads up to area P48c. A longer staircase leads down to a hallway on the palace’s lower level that connects with areas P14d and P16. P48e. Characters can reach this chamber






