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Returning 35 results for 'blade building diffusing coming respectively'.
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Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
, providing protection or advice.A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
impressive collection of tattoos covering her copper-colored skin. She notices Bkol as he approaches and gives a friendly shout: “Bkol! Back from the land of legends! Glad to see we keep you coming back
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
impressive collection of tattoos covering her copper-colored skin. She notices Bkol as he approaches and gives a friendly shout: “Bkol! Back from the land of legends! Glad to see we keep you coming back
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
impressive collection of tattoos covering her copper-colored skin. She notices Bkol as he approaches and gives a friendly shout: “Bkol! Back from the land of legends! Glad to see we keep you coming back
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. In between those high points, a small fortress and beacon tower can be seen. The building is made of stone and looks
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. In between those high points, a small fortress and beacon tower can be seen. The building is made of stone and looks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. In between those high points, a small fortress and beacon tower can be seen. The building is made of stone and looks
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
coming dusk. At Melecio’s invitation, leaders from across Atagua are gathering to represent their people during this rare, important ritual. Melecio can also share details on the Green Doctors and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
coming dusk. At Melecio’s invitation, leaders from across Atagua are gathering to represent their people during this rare, important ritual. Melecio can also share details on the Green Doctors and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
coming dusk. At Melecio’s invitation, leaders from across Atagua are gathering to represent their people during this rare, important ritual. Melecio can also share details on the Green Doctors and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
. The din of people arguing, mostly in Dwarvish, nearly drowns out the hammering coming from the city’s forges, and the crowds here offer a good chance to slip away from pursuers. Characters can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
. The din of people arguing, mostly in Dwarvish, nearly drowns out the hammering coming from the city’s forges, and the crowds here offer a good chance to slip away from pursuers. Characters can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
interrupts them. Any character who has a passive Wisdom (Perception) score of 14 or higher hears the guard coming 2 rounds before the guard enters the room. Evading Guards When guards are present in an area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
interrupts them. Any character who has a passive Wisdom (Perception) score of 14 or higher hears the guard coming 2 rounds before the guard enters the room. Evading Guards When guards are present in an area
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
. The din of people arguing, mostly in Dwarvish, nearly drowns out the hammering coming from the city’s forges, and the crowds here offer a good chance to slip away from pursuers. Characters can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
interrupts them. Any character who has a passive Wisdom (Perception) score of 14 or higher hears the guard coming 2 rounds before the guard enters the room. Evading Guards When guards are present in an area
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
): cure wounds, faerie fire, thunderwave
2nd level (3 slots): beast sense, flame blade, pass without trace
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots






