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Returning 35 results for 'blowing barriers diffusing content release'.
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blowing barriers diffusing contact release
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. DEVIL TRUE NAMES AND
devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. DEVIL TRUE NAMES AND
devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. DEVIL TRUE NAMES AND
devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters release them, the dogs run back to the nearest town to seek shelter. Under the sled are two small crates. One is empty, and it appears that the dogs broke into it and ate the provisions
is with the party, the dog can lead the characters to Garret (see “Fallen Climber”). Mountain Goats The howling wind, blowing snow, and slippery ice make the climb treacherous. Ahead, you see four
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters release them, the dogs run back to the nearest town to seek shelter. Under the sled are two small crates. One is empty, and it appears that the dogs broke into it and ate the provisions
is with the party, the dog can lead the characters to Garret (see “Fallen Climber”). Mountain Goats The howling wind, blowing snow, and slippery ice make the climb treacherous. Ahead, you see four
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the characters release them, the dogs run back to the nearest town to seek shelter. Under the sled are two small crates. One is empty, and it appears that the dogs broke into it and ate the provisions
is with the party, the dog can lead the characters to Garret (see “Fallen Climber”). Mountain Goats The howling wind, blowing snow, and slippery ice make the climb treacherous. Ahead, you see four
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
fey pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
fey pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
fey pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself to the attic (area N3t), where he is content to avoid the unwanted attention of his mother and the disapproving glares of his father. Years ago, Victor found an old spellbook in the mansion’s
Vallakovich has the key to Udo’s manacles. The manacles break if they take 10 damage or more from a single weapon attack. If the characters release Udo, his first desire is to return to his home. Later
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself to the attic (area N3t), where he is content to avoid the unwanted attention of his mother and the disapproving glares of his father. Years ago, Victor found an old spellbook in the mansion’s
Vallakovich has the key to Udo’s manacles. The manacles break if they take 10 damage or more from a single weapon attack. If the characters release Udo, his first desire is to return to his home. Later
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself to the attic (area N3t), where he is content to avoid the unwanted attention of his mother and the disapproving glares of his father. Years ago, Victor found an old spellbook in the mansion’s
Vallakovich has the key to Udo’s manacles. The manacles break if they take 10 damage or more from a single weapon attack. If the characters release Udo, his first desire is to return to his home. Later
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
despite his current situation, believing everything will work out and he’ll have quite a story to tell afterward. If the characters release him, he searches the kitchen (area B13) for something to wear
disturbs the distillery must succeed on a DC 12 Dexterity saving throw or knock something loose or out of alignment. On a failed save, roll a d8. On a 1, the still explodes, blowing out the glass window
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
despite his current situation, believing everything will work out and he’ll have quite a story to tell afterward. If the characters release him, he searches the kitchen (area B13) for something to wear
disturbs the distillery must succeed on a DC 12 Dexterity saving throw or knock something loose or out of alignment. On a failed save, roll a d8. On a 1, the still explodes, blowing out the glass window
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
despite his current situation, believing everything will work out and he’ll have quite a story to tell afterward. If the characters release him, he searches the kitchen (area B13) for something to wear
disturbs the distillery must succeed on a DC 12 Dexterity saving throw or knock something loose or out of alignment. On a failed save, roll a d8. On a 1, the still explodes, blowing out the glass window
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points). The goblins promise anything and everything in exchange for their release
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points). The goblins promise anything and everything in exchange for their release
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points). The goblins promise anything and everything in exchange for their release
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a






