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Returning 35 results for 'blood building diffusing complete revelation'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of
its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of
instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Lightning, Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its
itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Stunning Shriek
away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a daylight
Monsters
Fizban's Treasury of Dragons
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
topaz dragon their monarch, despite the dragon’s complete lack of interest and growing annoyance toward them.
Cold, Necrotic
Backgrounds
Sword Coast Adventurer's Guide
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
Triton
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
arrogant. They see themselves as caretakers of the sea, and they expect other creatures to pay them deep respect, if not complete deference.
This attitude might grate on others, but it arises from a seed
Backgrounds
Guildmasters’ Guide to Ravnica
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Halfling Sandcastle Mackerel and Trout don’t have a map of Skalderang Conservatory, but they know it well enough to make a miniature version from sand. Building the sandcastle takes them about 20
minutes. When the halflings’ sandcastle is complete, show players the accompanying Skalderang Conservatory sandcastle illustration (map 7.1), which depicts the location from two points of view. The characters can use the sandcastle to help plan their heist. Map 7.1: Players’ Map
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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races
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
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->Infernal Machine Rebuild
12. False Doors To gain time to complete their statue in area 11, the sculptors spend much of their time building, destroying, and rebuilding a number of false doors here in the great hall. Two such
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Halfling Sandcastle Mackerel and Trout don’t have a map of Skalderang Conservatory, but they know it well enough to make a miniature version from sand. Building the sandcastle takes them about 20
minutes. When the halflings’ sandcastle is complete, show players the accompanying Skalderang Conservatory sandcastle illustration (map 7.1), which depicts the location from two points of view. The characters can use the sandcastle to help plan their heist. Map 7.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
12. False Doors To gain time to complete their statue in area 11, the sculptors spend much of their time building, destroying, and rebuilding a number of false doors here in the great hall. Two such
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Halfling Sandcastle Mackerel and Trout don’t have a map of Skalderang Conservatory, but they know it well enough to make a miniature version from sand. Building the sandcastle takes them about 20
minutes. When the halflings’ sandcastle is complete, show players the accompanying Skalderang Conservatory sandcastle illustration (map 7.1), which depicts the location from two points of view. The characters can use the sandcastle to help plan their heist. Map 7.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
12. False Doors To gain time to complete their statue in area 11, the sculptors spend much of their time building, destroying, and rebuilding a number of false doors here in the great hall. Two such
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Noncombat Challenges You decide whether to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade
agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you might decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for Floon leads to the revelation that he was caught up in a case of mistaken identity, and the characters are actually looking for two victims. The intended target was Lord Neverember’s estranged son
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Noncombat Challenges You decide whether to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade
agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you might decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
Cults of the Dragon Below A paradise exists within the world, a vale bathed in the light of the Inner Sun. Earn your passage with the blood of worthy foes. Our existence is a chrysalis state
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
Cults of the Dragon Below A paradise exists within the world, a vale bathed in the light of the Inner Sun. Earn your passage with the blood of worthy foes. Our existence is a chrysalis state
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
Cults of the Dragon Below A paradise exists within the world, a vale bathed in the light of the Inner Sun. Earn your passage with the blood of worthy foes. Our existence is a chrysalis state
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Noncombat Challenges You decide whether to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade
agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you might decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, “The Haunted House” and
a revelation at the time, marking the first appearance in a D&D adventure of a haunted house and a raid on a sailing ship. It also set the tone for TSR UK’s subsequent output, which often featured
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, “The Haunted House” and
a revelation at the time, marking the first appearance in a D&D adventure of a haunted house and a raid on a sailing ship. It also set the tone for TSR UK’s subsequent output, which often featured
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventurers complete a tense negotiation with a baron, forge a trade agreement with a guild of surly smiths, or safely navigate the Chasm of Doom, you might decide the characters deserve XP. As a starting
point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventurers complete a tense negotiation with a baron, forge a trade agreement with a guild of surly smiths, or safely navigate the Chasm of Doom, you might decide the characters deserve XP. As a starting
point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, though prime agricultural land, remain untended and rank with weeds. This adventure is designed for four to six 1st-level characters. If the characters complete both portions, “The Haunted House” and
a revelation at the time, marking the first appearance in a D&D adventure of a haunted house and a raid on a sailing ship. It also set the tone for TSR UK’s subsequent output, which often featured
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventurers complete a tense negotiation with a baron, forge a trade agreement with a guild of surly smiths, or safely navigate the Chasm of Doom, you might decide the characters deserve XP. As a starting
point, use the rules for building combat encounters in chapter 4 to gauge the difficulty of the challenge. Then award the characters XP as if it had been a combat encounter of the same difficulty
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
the bell as the mark of the Cult of Chaos and an omen of future turmoil. If informed about the symbol’s meaning, Fazzir finds the revelation deeply troubling. The mark washes off easily, but its stain
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
the bell as the mark of the Cult of Chaos and an omen of future turmoil. If informed about the symbol’s meaning, Fazzir finds the revelation deeply troubling. The mark washes off easily, but its stain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Malar’s Tabernacle This building is taller than the others, with a peaked roof 30 feet high. Iron spikes line the peak, while carvings of basilisks, chimeras, dragons, and manticores snarl from
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Malar’s Tabernacle This building is taller than the others, with a peaked roof 30 feet high. Iron spikes line the peak, while carvings of basilisks, chimeras, dragons, and manticores snarl from
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Malar’s Tabernacle This building is taller than the others, with a peaked roof 30 feet high. Iron spikes line the peak, while carvings of basilisks, chimeras, dragons, and manticores snarl from
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






