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Returning 14 results for 'blessings blade diffusing coats risking'.
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Monsters
The Wild Beyond the Witchlight
can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn.
Revivify (Recharges at the Next Dawn). While holding Steel
, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield.Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
star motifs and a grip of night-blue leather. Dried blood still coats the dagger from its use in killing and carving symbols on the murder victims in area T5. The dagger doesn’t make noise when it hits
or cuts something. The name “Reszur” is graven on the dagger’s pommel. If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold-weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Guards
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
demonic face looking back at her. Thoughts of murder and carnage fill her thoughts as she hides the gemstone on her person, draws her shortsword, and coats the blade with poison.
Cyrog Lives! Hail
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
town’s veteran sellswords disdain Garn’s smithcraft, and jokes told about hapless newcomers to Icewind Dale often end with the line “... an’ ’e was carryin’ a Blackiron blade, to boot!” B11. The
square serves as the storefront, where visitors can view an assortment of the finest goods for sale in all of Ten-Towns: fishing rods fashioned from elven yew, yeti-skin coats with scrimshaw buttons
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
make their way through the swamp. Every mile, the inn stops for 10 minutes and lowers itself so that guests can enter or exit without risking injury. The inn follows an unpredictable course through the
in the muck. When a bubble touches something edged, such as a twig or a blade of grass, it pops, releasing its gas with a sound of stifled laughter. The gas smells like old cheese. As the characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
some of the people portrayed look very much alike. Tucked in the northeast corner of the foyer is a vestibule packed with fine cloaks, coats, and boots. N3b. Parlor This parlor contains a fine array of
Cloaks, coats, gowns, and other fancy apparel hang from hooks in this closet. Arranged on low shelves are many fine shoes, slippers, and boots. N3o. Master Bedroom Time has faded the grandeur of this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the blessings it gives unto this land.”
If translated, the south wall’s hieroglyphs read: “In the years that followed, I learned of the passing of the pharaohs and how our tombs could guarantee a
angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor’s northern opening. Dust
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Strength check. A living blade of disaster is a powerful, annihilating spell given a will of its own. Y19k. Dome The following boxed text assumes that the characters arrive by moving up the shaft from
-radius dome of translucent ice encloses the area around the shaft from which you emerge. At the far end of the hall, two blade-shaped patches of pitch darkness hover in the air to either side of a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
the yakfolk village. Assuming no yakfolk are left there to oppose them, they descend the thousand steps to the foot of the mountain (possibly risking attack from the chimera in area 1). Before they
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. 11. Secret Room Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall.
Inscription. If the southern wall is cleared of dust, the runes are revealed to be a
. A relief-carved stone door stands on the western wall.
Investigating. The debris and dust covering the floor display the same tracks described in area 25. Fountain. A thin layer of scum coats the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following blessing. This blessing adheres to the rules for blessings presented in the Dungeon Master’s Guide: Blessing of the Solipsistic Mind. You access esoteric truths from an ancient tome by focusing
maximum of all seven flumphs. The flumphs aren’t fanatical. They flee the characters if given obviously suicidal orders or if a battle turns against them. B12: Encephalon Lair Slime coats the walls






