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Returning 35 results for 'blood blowing diffusing consult readily'.
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Monsters
Vecna: Eve of Ruin
blood to sow terror rather than for sustenance. If destroyed, Kas revives in 1d100;{"diceNotation":"1d100", "rollType":"roll", "rollAction":"Strength of the Night"} nights in an unoccupied space in
against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can’t validate his superiority or help advance his goals
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
Backgrounds
Guildmasters’ Guide to Ravnica
smear the blood of my enemies over my skin.
7
I was, in fact, raised by maaka.
8
HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Human
Legacy
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
Compendium
- Sources->Dungeons & Dragons->Rrakkma
inlaid with silver tracery around the edges. Long strips of ragged and aged cloth hang from a pair of steel bars over the vat, where they are tied on to keep them from blowing away in the wind. A sizeable
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
inlaid with silver tracery around the edges. Long strips of ragged and aged cloth hang from a pair of steel bars over the vat, where they are tied on to keep them from blowing away in the wind. A sizeable
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
inlaid with silver tracery around the edges. Long strips of ragged and aged cloth hang from a pair of steel bars over the vat, where they are tied on to keep them from blowing away in the wind. A sizeable
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Poisons Item Type Price per Dose Assassin’s blood
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Poisons Item Type Price per Dose Assassin’s blood
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects
through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Poisons Item Type Price per Dose Assassin’s blood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Blood runs down the northwestern wall, outlining the hidden alcove. This part of the wall has AC 16, 20 hit points, and immunity to poison and psychic damage. Opening the alcove reveals a cramped space
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
war;
Let life’s blood fall till it falls no more.
Double Door. The double door to area J5 is unlocked. As an action, a character can push open either door with a successful DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the winch himself and will transport only one adventurer at a time. The trip takes 10 rounds, down and up. The rope is stained with old blood and long enough to reach all the way to the floor of the
of gold, sent up in a bucket in advance. He also readily accepts coin from patrons who want to place grisly bets on adventurers who dare explore Undermountain, and their odds of returning alive
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Blood runs down the northwestern wall, outlining the hidden alcove. This part of the wall has AC 16, 20 hit points, and immunity to poison and psychic damage. Opening the alcove reveals a cramped space
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Blood runs down the northwestern wall, outlining the hidden alcove. This part of the wall has AC 16, 20 hit points, and immunity to poison and psychic damage. Opening the alcove reveals a cramped space
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
war;
Let life’s blood fall till it falls no more.
Double Door. The double door to area J5 is unlocked. As an action, a character can push open either door with a successful DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
alphabet: Snatch a scale from a sleeping wyrm;
Against the blowing wind, stand firm.
Climb a mountain with a stone in your shoe;
On little feet, death comes for you.
Be the arrow that starts the
war;
Let life’s blood fall till it falls no more.
Double Door. The double door to area J5 is unlocked. As an action, a character can push open either door with a successful DC 15 Strength
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
requires time, attention, and patience to navigate. The corridors are 10 feet wide and tall, faced with stone blocks mortared into place. Bits of flesh and bone litter the floor, and splashes of blood
the creatures within it. Every 30 minutes the party spends in the maze, roll a d20 and consult the Maze Encounters table to see what, if anything, the characters meet. If Gash was attacked by the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
requires time, attention, and patience to navigate. The corridors are 10 feet wide and tall, faced with stone blocks mortared into place. Bits of flesh and bone litter the floor, and splashes of blood
the creatures within it. Every 30 minutes the party spends in the maze, roll a d20 and consult the Maze Encounters table to see what, if anything, the characters meet. If Gash was attacked by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing Xanathar Roll percentile dice to determine the beholder’s location when the characters arrive, and consult the Xanathar’s Location table. Xanathar’s Location d100 Location 01–50 Xanathar is
talking to Sylgar, its pet fish, in area X19. 51–75 Xanathar is delivering a rambling sermon to minions in the audience chamber (area X18). 76–90 Xanathar is watching a fight in the Pit of Blood and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Reactivating X01 Jane Katsubo In one possible reality, modrons
enter the fray in the endless Blood
War between demons and devils Should the characters reactivate X01 by embedding their mimir in
characters recorded in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration Tracker from chapter 4, and choose
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Reactivating X01 Jane Katsubo In one possible reality, modrons
enter the fray in the endless Blood
War between demons and devils Should the characters reactivate X01 by embedding their mimir in
characters recorded in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration Tracker from chapter 4, and choose
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Reactivating X01 Jane Katsubo In one possible reality, modrons
enter the fray in the endless Blood
War between demons and devils Should the characters reactivate X01 by embedding their mimir in
characters recorded in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration Tracker from chapter 4, and choose
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing Xanathar Roll percentile dice to determine the beholder’s location when the characters arrive, and consult the Xanathar’s Location table. Xanathar’s Location d100 Location 01–50 Xanathar is
talking to Sylgar, its pet fish, in area X19. 51–75 Xanathar is delivering a rambling sermon to minions in the audience chamber (area X18). 76–90 Xanathar is watching a fight in the Pit of Blood and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
requires time, attention, and patience to navigate. The corridors are 10 feet wide and tall, faced with stone blocks mortared into place. Bits of flesh and bone litter the floor, and splashes of blood
the creatures within it. Every 30 minutes the party spends in the maze, roll a d20 and consult the Maze Encounters table to see what, if anything, the characters meet. If Gash was attacked by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing Xanathar Roll percentile dice to determine the beholder’s location when the characters arrive, and consult the Xanathar’s Location table. Xanathar’s Location d100 Location 01–50 Xanathar is
talking to Sylgar, its pet fish, in area X19. 51–75 Xanathar is delivering a rambling sermon to minions in the audience chamber (area X18). 76–90 Xanathar is watching a fight in the Pit of Blood and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase rolls 1d12 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the Initiative
Difficult Terrain for you. 3 Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the Blinded condition until the end of your turn. While you






