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Returning 35 results for 'blessed barriers diffusing company reflect'.
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Monsters
Fizban's Treasury of Dragons
Multiattack. The blessed makes two Mace or Radiant Bolt attacks.
Mace. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Mace"} to hit, reach 5 ft., one target
target. Hit: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Radiant Bolt", "rollDamageType":"radiant"} radiant damage, and the blessed regains 5 (1d10);{"diceNotation":"1d10
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.
Brain Vessels
The brain floats in a jar of solution, pulsating as it
Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Being divorced from one’s
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Being divorced from one’s
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Brain Vessels The brain floats in a jar of solution
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Brain Vessels The brain floats in a jar of solution
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Brain Vessels The brain floats in a jar of solution
Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain has advantage on saving throws against spells and other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Being divorced from one’s
location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
example, to sail across the sea to the blessed isles of Elysium. The Otherworld. In this model, the Material Plane has a twin realm that fills the role of all the other planes. Much like the Feywild
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in search of mighty heroes, to plead for their aid.
“In my time, I was pharaoh of this realm. It was green and beautiful, blessed by the gods with magical waters that gave life to our land and
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to
-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities. Verbeeg Longstrider
Large giant, neutral
Armor Class 14 (hide armor)
Hit Points 119 (14d10 + 42)
Speed 50
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in search of mighty heroes, to plead for their aid.
“In my time, I was pharaoh of this realm. It was green and beautiful, blessed by the gods with magical waters that gave life to our land and
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
example, to sail across the sea to the blessed isles of Elysium. The Otherworld. In this model, the Material Plane has a twin realm that fills the role of all the other planes. Much like the Feywild
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to
-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities. Verbeeg Longstrider
Large giant, neutral
Armor Class 14 (hide armor)
Hit Points 119 (14d10 + 42)
Speed 50
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
example, to sail across the sea to the blessed isles of Elysium. The Otherworld. In this model, the Material Plane has a twin realm that fills the role of all the other planes. Much like the Feywild
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in search of mighty heroes, to plead for their aid.
“In my time, I was pharaoh of this realm. It was green and beautiful, blessed by the gods with magical waters that gave life to our land and
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to
-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities. Verbeeg Longstrider
Large giant, neutral
Armor Class 14 (hide armor)
Hit Points 119 (14d10 + 42)
Speed 50
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Talenta Halflings The halflings who migrated across Khorvaire in the company of humans ended up looking very human in dress, manners, and customs. Their cousins who remain in the Talenta Plains could
decide on a couple of behavioral quirks that reflect your culture. The Halfling Quirks table can provide some inspiration. Halfling Quirks d10 Quirk 1 You are constantly amazed by things the people
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Talenta Halflings The halflings who migrated across Khorvaire in the company of humans ended up looking very human in dress, manners, and customs. Their cousins who remain in the Talenta Plains could
decide on a couple of behavioral quirks that reflect your culture. The Halfling Quirks table can provide some inspiration. Halfling Quirks d10 Quirk 1 You are constantly amazed by things the people
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Talenta Halflings The halflings who migrated across Khorvaire in the company of humans ended up looking very human in dress, manners, and customs. Their cousins who remain in the Talenta Plains could
decide on a couple of behavioral quirks that reflect your culture. The Halfling Quirks table can provide some inspiration. Halfling Quirks d10 Quirk 1 You are constantly amazed by things the people
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
home to massive beasts, lycanthropes, elementals, and other things that reflect the power of nature. Mabar: The Endless Night. Mabar is the darkness that hungers to consume light and life. It is the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
home to massive beasts, lycanthropes, elementals, and other things that reflect the power of nature. Mabar: The Endless Night. Mabar is the darkness that hungers to consume light and life. It is the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
home to massive beasts, lycanthropes, elementals, and other things that reflect the power of nature. Mabar: The Endless Night. Mabar is the darkness that hungers to consume light and life. It is the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are filled with spire-topped manors and grand estates. A host of rooftop parks and gardens provide lovely spaces to sit and reflect. Shae Lias is arguably the most remarkable district of Upper
atop the pedastal. She has remained there ever since, and shouts advice to anyone who passes by. Although Daca doesn’t claim to be a priest, the people of the community say that she’s blessed by the god
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are filled with spire-topped manors and grand estates. A host of rooftop parks and gardens provide lovely spaces to sit and reflect. Shae Lias is arguably the most remarkable district of Upper
atop the pedastal. She has remained there ever since, and shouts advice to anyone who passes by. Although Daca doesn’t claim to be a priest, the people of the community say that she’s blessed by the god
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are filled with spire-topped manors and grand estates. A host of rooftop parks and gardens provide lovely spaces to sit and reflect. Shae Lias is arguably the most remarkable district of Upper
atop the pedastal. She has remained there ever since, and shouts advice to anyone who passes by. Although Daca doesn’t claim to be a priest, the people of the community say that she’s blessed by the god
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
2.1. Verity paid Gildur Draak, a dwarf who worked for the construction company that built the casino, to provide her with information about the building’s nonpublic areas. However, Verity is no artist
throughout the casino (marked on Verity’s map with red icons) project what they reflect onto twin mirrors in the security office (area A16). The Prize. The gold coins and the erinyes statuette are kept
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
2.1. Verity paid Gildur Draak, a dwarf who worked for the construction company that built the casino, to provide her with information about the building’s nonpublic areas. However, Verity is no artist
throughout the casino (marked on Verity’s map with red icons) project what they reflect onto twin mirrors in the security office (area A16). The Prize. The gold coins and the erinyes statuette are kept
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
2.1. Verity paid Gildur Draak, a dwarf who worked for the construction company that built the casino, to provide her with information about the building’s nonpublic areas. However, Verity is no artist
throughout the casino (marked on Verity’s map with red icons) project what they reflect onto twin mirrors in the security office (area A16). The Prize. The gold coins and the erinyes statuette are kept
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
for recording “withdrawals” and reporting on inventory to the camp’s leaders. The Block Maglubiyet’s holy symbol is a headsman’s axe, and the block is where it is blessed by feeding it the lifeblood
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
for recording “withdrawals” and reporting on inventory to the camp’s leaders. The Block Maglubiyet’s holy symbol is a headsman’s axe, and the block is where it is blessed by feeding it the lifeblood






