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Returning 33 results for 'blast being diffusing cosmos ranging'.
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Monsters
The Book of Many Things
attacks or three Comet Blast attacks.
Herald’s Axe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Herald's Axe"} to hit, reach 5 ft., one target. Hit: 11
":"Herald's Axe", "rollDamageType":"necrotic"} necrotic damage.
Comet Blast. Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"spell", "rollAction":"Comet Blast"} to hit, range 120 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island’s movement.A Morkoth’s Lair
effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Locate Creatures and Objects. The morkoth is aware of any new
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer
necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa’s Influence To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean’s bounty, ranging from small fish to the enormous krakens—all these are
of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa’s Influence To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean’s bounty, ranging from small fish to the enormous krakens—all these are
of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa’s Influence To most mortals, Thassa is the sea, and the sea is Thassa. The wind and waves, the tides, and the ocean’s bounty, ranging from small fish to the enormous krakens—all these are
of her fellow gods, most of whom have convinced themselves that they can impose lasting order on the cosmos. At the same time, her realm is unassailable, and she believes that the changes she
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might
13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, which hierophants understand to be the formless nothingness that preceded the creation of the cosmos and will endure past its destruction. The leaders of the Heralds of the Comet, hierophants are
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, which hierophants understand to be the formless nothingness that preceded the creation of the cosmos and will endure past its destruction. The leaders of the Heralds of the Comet, hierophants are
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, which hierophants understand to be the formless nothingness that preceded the creation of the cosmos and will endure past its destruction. The leaders of the Heralds of the Comet, hierophants are
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
cosmos. Occasionally, a morkoth learns to direct its island’s movement. Morkoth
Large Aberration, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 165 (22d10 + 44)
Speed 25 ft
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
cosmos. Rarely, a morkoth learns to control its island’s movement, so the island goes wherever its master wishes. Primeval Hoarders. Morkoths are driven by greed and selfishness, mixed with a yearning
action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
cosmos. Rarely, a morkoth learns to control its island’s movement, so the island goes wherever its master wishes. Primeval Hoarders. Morkoths are driven by greed and selfishness, mixed with a yearning
action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
cosmos. Occasionally, a morkoth learns to direct its island’s movement. Morkoth
Large Aberration, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 165 (22d10 + 44)
Speed 25 ft
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
cosmos. Occasionally, a morkoth learns to direct its island’s movement. Morkoth
Large Aberration, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 165 (22d10 + 44)
Speed 25 ft
water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
cosmos. Rarely, a morkoth learns to control its island’s movement, so the island goes wherever its master wishes. Primeval Hoarders. Morkoths are driven by greed and selfishness, mixed with a yearning
action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
present, roll on the House of Liars Defenses table each round at initiative count 0. House of Liars Defenses d4 Event 1 Mocking Winds. A blast of powerful wind that sounds like Shemeshka’s laughter
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
present, roll on the House of Liars Defenses table each round at initiative count 0. House of Liars Defenses d4 Event 1 Mocking Winds. A blast of powerful wind that sounds like Shemeshka’s laughter
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
unfathomable distance away, two incredible beings composed of stars and crackling magic are locked in the throes of a cosmos-shaking battle while the audience shouts and cheers. A single gate filled with violet
present, roll on the House of Liars Defenses table each round at initiative count 0. House of Liars Defenses d4 Event 1 Mocking Winds. A blast of powerful wind that sounds like Shemeshka’s laughter
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy
day to day, ranging from pleasantly sunny to brutal hailstorms. If the scion dies, these effects end immediately. Fire Scion Kent Davis A scion of Surtur slumbering at the peak of a volcano causes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy
day to day, ranging from pleasantly sunny to brutal hailstorms. If the scion dies, these effects end immediately. Fire Scion Kent Davis A scion of Surtur slumbering at the peak of a volcano causes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy
day to day, ranging from pleasantly sunny to brutal hailstorms. If the scion dies, these effects end immediately. Fire Scion Kent Davis A scion of Surtur slumbering at the peak of a volcano causes
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Malinia’s work. The cultist is quick to send the gemmules into battle, supporting them from her high perch with Nightmare Blast attacks. T18: Cleansing Chamber Standing in a circle in the middle of this
gemstone in various stages of completion, ranging from a handful of marks to a completed, emerald-cut stone. As with a combination lock, the dial must be rotated in the correct order. The correct
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Malinia’s work. The cultist is quick to send the gemmules into battle, supporting them from her high perch with Nightmare Blast attacks. T18: Cleansing Chamber Standing in a circle in the middle of this
gemstone in various stages of completion, ranging from a handful of marks to a completed, emerald-cut stone. As with a combination lock, the dial must be rotated in the correct order. The correct
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Malinia’s work. The cultist is quick to send the gemmules into battle, supporting them from her high perch with Nightmare Blast attacks. T18: Cleansing Chamber Standing in a circle in the middle of this
gemstone in various stages of completion, ranging from a handful of marks to a completed, emerald-cut stone. As with a combination lock, the dial must be rotated in the correct order. The correct






