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Returning 35 results for 'blood barriers diffusing consists returner'.
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Infernal Tack
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Magic Items
Mordenkainen’s Tome of Foes
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears
the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.
The Netherese sent the thaluud into the Underdark to exterminate
Zuggtmoy
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Monsters
Out of the Abyss
lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can’t be
lords mortal enemies, each devoted to destroying and ultimately devouring the other.Zuggtmoy’s Lair
Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Aarakocra
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Species
Elemental Evil Player's Companion
miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce.
A typical colony consists of one large, open-roofed nest made of woven vines
the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cult of Shar The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through
Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. Those deemed unworthy of Shar’s blessing nourish Keresta and her spawn with their blood
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
refueled, Zariel returns with the rest of her crew and takes the flying fortress to the front lines of the Blood War. Whenever Zariel is aboard the flying fortress, its crew complement consists of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Altar of the Deep Father When the characters visit the altar of the Deep Father, read the following to the players: The idol to Leemooggoogoon the Deep Father consists of a large hide cut roughly
tentacles pinned and artfully arrayed, their heads tied together and painted with red and blue pigments. The idol reeks of decay, and the broad stone altar below the idol is stained dark with blood
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
crime syndicate, while the others include the following groups: Voice of
BRELAND
Blood ADDICTS’ Dragon Drug
Imagine it: a long-lasting state of euphoria, a feeling of power and energy, a measurable
impact on certain magical powers, and the risk of addiction and deadly overdose with every use. That’s the thrill of the drug called dragon’s blood, which currently enjoys skyrocketing popularity in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use
an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where they perch on the outer walls. The cult of Malar would gather to worship here. The building’s stone doors are fitted with locks, though they are unlocked at present. The building consists of one
halves of a broken spear, as well as the charred and splintered remains of a wooden shield. (These are the remains of a cultist who was killed by a chimera.)
Altar If fresh blood is spilled on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ataaz Yklwazi Blades of black basalt thrust up from the floor of this deep, volcanic canyon to create a forest of sorts: one that can easily draw blood from unwary trekkers who brush against the ebon
of firenewts. They protect it by patrolling the gorge and ambushing any intruders they believe they’re strong enough to defeat. A typical patrol consists of four firenewt warriors mounted on giant
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Demon Wastes Capital: None Hallmarks: Fiends, pestilence Rivers of lava cut across plains of black sand and volcanic glass. The only vegetation consists of blood-red moss and a thick layer of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Blood and Fortune The beholder holds gladiatorial tournaments whenever it needs a little violence to brighten its day. The winners of a tournament receive trophies, and wagers are made on the sly. A
single tournament has twelve combatants and consists of three fights with short rests in between. Failure to heed the following rules result in a combatant’s disqualification: All tournament
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
saving throw or be cursed with blood lust. While cursed in this way, the creature is hostile toward all other creatures it can see and must use its action each turn to attack the creature closest to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
simply slips away into the Ethereal Plane and doesn’t return until they leave. The night hag can divine the location of the Wandering Emporium by spilling some of her own blood on the ground and
studying the pattern that the blood makes. Red Ruth can then point to a location on the character’s map of Avernus. (The location can be anywhere you choose.) When the characters arrive at that location
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Elf-Eater, Dendar the Night Serpent, Borem of the Lake of Boiling Mud, Kezef the Chaos Hound, Zargon the Returner, Camnod the Unseen, Holashner the Hunger Below, Piscaethces the Blood Queen
of Zoretha, Kyuss the Worm That Walks, Tharizdun the Elder Elemental Eye, Atropus the World Born Dead, Pandorym the Utter Annihilation, Haemnathuun the Blood Lord, Maram of the Great Spear
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regained its place as the dominant religion of Karrnath, but the Blood of Vol retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers. The
of the Blood of Vol who considers the undead to be a practical tool? Do you have a relative or friend currently serving? Or do you despise the Blood of Vol and the use of necromancy?
Cities and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable. The Netherese sent the thaluud into the Underdark to exterminate their
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, winds its way across ashen plains, and eventually plunges through a yawning pit into the eight levels of the Hells below. All the rivers of Avernus feed into the Styx, each one flowing red with blood
who expended tremendous amounts of magical power to breach the barriers that separate the Nine Hells from other planes. Using Devils Devils aren’t numerous in The Rise of Tiamat until the final
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, winds its way across ashen plains, and eventually plunges through a yawning pit into the eight levels of the Hells below. All the rivers of Avernus feed into the Styx, each one flowing red with blood
, and though Asmodeus can bend these laws, he seldom does. Most devils in the Material Plane were summoned there by mortal mages who expended tremendous amounts of magical power to breach the barriers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other land dwellers.
Like sharks, sahuagin are at their most aggressive when their prey spills blood in the water. Their Blood Frenzy trait represents this increased ferocity. Though it can prove a
significant edge in a fight, it also saddles them with a critical tactical challenge. Sahuagin affected by Blood Frenzy are at best reluctant to disengage from combat. Rather than withdraw in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, winds its way across ashen plains, and eventually plunges through a yawning pit into the eight levels of the Hells below. All the rivers of Avernus feed into the Styx, each one flowing red with blood
who expended tremendous amounts of magical power to breach the barriers that separate the Nine Hells from other planes. Using Devils Devils aren’t numerous in The Rise of Tiamat until the final
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can’t be opened. Two female frost giants stand guard here and watch over the dragon in area 4E. They are eager to spill blood and attack intruders on sight. They have instructions not to harm the
blood. A character who studies the altar and succeeds on a DC 13 Intelligence (Religion) check can deduce the significance of the bones and the blood. Before a dangerous hunt or voyage, frost giants come
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chute This eight-foot-high cave is unfurnished and unlit. A hole in the southwest corner is the mouth of an open chute that reeks of blood and filth.
If they have not been lured elsewhere, two white
slips and tumbles into the ravine, landing in soft snow. Gore from the slaughterhouse (area Q6), not to mention human waste, is routinely dumped down the chute, which is stained with blood and filth
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
scrub away the graffiti. A blood-red bell is splattered onto the side of the temple in runny paint. A character who inspects the symbol and succeeds on a DC 13 Intelligence (Arcana) check recognizes
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
birds are common sights on the island. They feed on flying snakes, and tortles hunt them for sport. Blood hawks appear only during the day, and a typical encounter consists of 2d6 blood hawks that
— Blood hawks 16–20 — Cannibals 21–25 01–15 Chwinga 26–30 — Dimetrodons 31–35 — Dolphins — 16–30 Eblis 36–40 — Flail snail 41–45 — Flying snakes 46–50 31–40 Geonids 51–55 — Giant lizards 56–60
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
GP apiece plus the promise of a future favor. Encounters The adventure consists of these encounters. At your discretion, Astarion fights alongside the characters. First Blood. Five human members of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
collects warlocks like one might collect butterflies. His favorite collection, the Troil Thirteen, includes warlocks of blood descent from the thirteen who first made a pact with Asmodeus. Malkizid is a
such a word can be used) by slimes, oozes, and similar creatures. Kezef the Chaos Hound is a black, skeletal mastiff covered in swarming maggots, its blood a black acid. The gods imprisoned Kezef in an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
horror known as the Gaping Maw, where even powerful demons are overcome by fear. Reflecting Demogorgon’s dual nature, the Gaping Maw consists of a massive primeval continent covered in dense jungle
: Thanatos Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by Undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity
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
wherever else they wish, sometimes building them in the shadow of the outer wall but most often scattering them about, seemingly at random. A den typically consists of a hole and a crawlspace big enough
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
areas detailing a particular example. Magic gates separate zones from one another. Sectors are labeled on the map: Abyssal Prisons, Blood Pens, Masters’ Domain, Far Realm Cysts, Forests of Slaughter
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the
spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature of evil alignment)
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must
through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies






