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Returning 35 results for 'blades blows diffusing complex return'.
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Equipment
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
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
Spells
Player’s Handbook
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Astral Projection
Legacy
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Spells
Basic Rules (2014)
statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This
enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils and minotaur slaves he
Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Phandelver and Below: The Shattered Obelisk
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monk
Legacy
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Classes
Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
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
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
Monsters
Bigby Presents: Glory of the Giants
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
from harm it might cause.
If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of
Monsters
Fizban's Treasury of Dragons
. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation, seeking to understand itself
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
Monsters
Fizban's Treasury of Dragons
"}
Ideal
1
Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
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
elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements.
Regional Effects
The region surrounding a scion
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Cauldron Caves A cave network extends into the snow-swept cliffs along the shore of Lac Dinneshere. This complex once contained a sacred hot spring where elderly frost giants came to end their
. The howling wind that blows through the caves sounds like a moaning crone, which is bone-chilling enough to deter most would-be explorers. The wind blows out candles and other small flames but is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
blades’ attack bonus increases by 2, and their damage increases by 3 (1d6). These benefits apply until the blades hit a target, after which the values return to normal. Rune’s Defense. Tampering with the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
smith’s mark, and tells them that it was discovered near a rocky hill called the Stone Tooth. Baron Althon provides directions and promises to reward the characters richly for each of Durgeddin’s blades
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
from the floor, the blades take a full minute to slow to a stop. While the propeller is spinning up or slowing down, a creature can leap through a gap between two blades with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
Kobold
Legacy
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Species
Volo's Guide to Monsters
waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceremonies (area T27) If the characters uncover any of these items from the complex and return them to Laysa, she is ecstatic. For each item returned, Laysa pays the characters five gemstones worth 500 gp
also gain the spirits’ favor. Should the characters return to the camp partway through exploring the complex, Talo and Vogren offer to use magic to heal them. Marian Xavere, Resident Mage The human
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
deals a sharp setback to the affected cults, but unless the characters follow up on their initial successes by infiltrating the temple complex, the cults recover quickly from their early defeats and return in greater force.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The door in the east wall of this otherwise empty room bears the inscription “DOLINDAR” above “NO WORLD TO RETURN.” Every letter of each word is set into the wall on a separate tile.
The door is
WORLD O in TO N in NO E in RETURN If the five words sink into the wall in the wrong order, or if the wrong letters are used to push them in, all five words reset with a wave of painful loneliness
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, deflecting opponents’ blades while elegantly moving into position to score hits in return. A bladesinger wields a weapon one-handed, leaving the other free for spellcasting or to manipulate a wand
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
18d10 24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find
travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find
travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blue Slaad Almost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which
. Constitution Saving Throw: DC 15. Failure: The target is cursed. The cursed target can’t regain Hit Points, and its Hit Point maximum decreases by 10 (3d6) after every 24 hours and doesn’t return to normal
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
city from which Evin and Theldin hail and demanded to speak with Theldin, a legendary crafter whose blades have made the city rich and famous. Though he answered Brimskarda’s call, Theldin rejected the
, 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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
into thin air for no reason, then return in a fury if the characters try to call her back. If the party manages to converse with Ilda, they might learn that yuan-ti dwell in the innermost parts of the
complex. Ilda knows nothing about the cultists, who have not entered this area. If the characters gain her confidence, Ilda can also offer the following information: Diderius’s passion was powerful
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
pursuit of the characters if their allies don’t return within a few minutes. Arrow Slit An arrow slit opens up in a gap in the stairwell stones, and provides a view of any creatures descending the stairs
mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving here for the barracks (area 6). Spending 2 charges causes them to instead head into the temple complex to search
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
lasts) Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts) Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
style of research: keep adding energy until something blows up, then observe the results.
— Doug Beyer, Return to Ravnica: The Secretist
The Izzet are obsessive experimenters, combining a keen






