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Returning 35 results for 'blast both diffusing covering raised'.
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Monsters
Mythic Odysseys of Theros
memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
Monsters
Eberron: Rising from the Last War
it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the initiative order.
Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot
Effects
A region containing a passage to Dyrrn’s lair is warped in one or more of these ways:
Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the
Monsters
The Book of Many Things
provoking opportunity attack;opportunity attacks.
Wrathful Blast (Costs 2 Actions). The medusa makes one Wrathful Strike attack.
Final Slash (Costs 3 Actions). The medusa makes one Final Blade attack
often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
murals covering the walls.
The remains of toys, dolls, and furnishings sized for children lie shattered about the room. The murals are creepy in the style of children’s art. Sanctuary Door. The door
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
murals covering the walls.
The remains of toys, dolls, and furnishings sized for children lie shattered about the room. The murals are creepy in the style of children’s art. Sanctuary Door. The door
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
murals covering the walls.
The remains of toys, dolls, and furnishings sized for children lie shattered about the room. The murals are creepy in the style of children’s art. Sanctuary Door. The door
suppressed for 10 minutes. Each time the door is damaged, a blast of energy erupts from it, dealing 7 (2d6) radiant damage to all creatures within 10 feet of the door. The door takes no damage. Awakened
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
obsidian statue stands in a raised alcove at the western end of the chamber. Slumped before the statue are two desiccated corpses in tattered garments. Two pairs of alcoves line the north and south walls of
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
obsidian statue stands in a raised alcove at the western end of the chamber. Slumped before the statue are two desiccated corpses in tattered garments. Two pairs of alcoves line the north and south walls of
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
obsidian statue stands in a raised alcove at the western end of the chamber. Slumped before the statue are two desiccated corpses in tattered garments. Two pairs of alcoves line the north and south walls of
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of
household) raised to directly pay for needed repairs or expansions A lance tax raised to provide a payroll for mercenaries hired by the city when required (usually 1 shard per household each tenday until the Lords repeal the tax)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of
household) raised to directly pay for needed repairs or expansions A lance tax raised to provide a payroll for mercenaries hired by the city when required (usually 1 shard per household each tenday until the Lords repeal the tax)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of
household) raised to directly pay for needed repairs or expansions A lance tax raised to provide a payroll for mercenaries hired by the city when required (usually 1 shard per household each tenday until the Lords repeal the tax)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
called the Academy, where the city trains its priestesses, mages, and noble warriors. The city’s market is centrally located, and rothé are raised on an isle toward the eastern edge of the city. If you
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
called the Academy, where the city trains its priestesses, mages, and noble warriors. The city’s market is centrally located, and rothé are raised on an isle toward the eastern edge of the city. If you
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
called the Academy, where the city trains its priestesses, mages, and noble warriors. The city’s market is centrally located, and rothé are raised on an isle toward the eastern edge of the city. If you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
weapon deals acid damage instead of cold damage. She speaks Draconic, Dwarvish, and Terran. Stalagma is as miserable and conniving as any duergar. She raised the gorgon, and it allows no one except her to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
weapon deals acid damage instead of cold damage. She speaks Draconic, Dwarvish, and Terran. Stalagma is as miserable and conniving as any duergar. She raised the gorgon, and it allows no one except her to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
circular audience chamber with cold, unlit lanterns hanging from brackets set into the stone wall, heavy carpets covering the smooth stone floor, and a throne-like stone chair on a raised dais to the left
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
weapon deals acid damage instead of cold damage. She speaks Draconic, Dwarvish, and Terran. Stalagma is as miserable and conniving as any duergar. She raised the gorgon, and it allows no one except her to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
) check reveals the pressure plate. A successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or lower triggers the trap. Fiery Blast Simple trap (level 5–10
trap. Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders. Dragon’s Den. The dragon sleeps
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders. Dragon’s Den. The dragon sleeps
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders. Dragon’s Den. The dragon sleeps






