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Returning 35 results for 'blows bad diffusing covering replaced'.
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Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
Monsters
Waterdeep: Dungeon of the Mad Mage
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
A blisteringly cold wind blows through the lair near the dragon. Each creature within
Monsters
Storm King's Thunder
, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced
a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
27. Wine Cellar Creaking stairs lead into a damp, cobweb-draped cellar containing dusty racks and eight-foot-tall wine tuns. One of the casks has burst, covering the stone floor in crimson stains
gremishka makes a comically bad cat noise, trying to lure them closer. Treasure. Anyone who investigates the wine racks and succeeds on a DC 8 Wisdom (Perception) check finds an especially long apron. In its pocket is a silver tastevin worth 10 gp and the key to the footlocker in area 21.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
27. Wine Cellar Creaking stairs lead into a damp, cobweb-draped cellar containing dusty racks and eight-foot-tall wine tuns. One of the casks has burst, covering the stone floor in crimson stains
gremishka makes a comically bad cat noise, trying to lure them closer. Treasure. Anyone who investigates the wine racks and succeeds on a DC 8 Wisdom (Perception) check finds an especially long apron. In its pocket is a silver tastevin worth 10 gp and the key to the footlocker in area 21.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
27. Wine Cellar Creaking stairs lead into a damp, cobweb-draped cellar containing dusty racks and eight-foot-tall wine tuns. One of the casks has burst, covering the stone floor in crimson stains
gremishka makes a comically bad cat noise, trying to lure them closer. Treasure. Anyone who investigates the wine racks and succeeds on a DC 8 Wisdom (Perception) check finds an especially long apron. In its pocket is a silver tastevin worth 10 gp and the key to the footlocker in area 21.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a
bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
characters enter the chamber, read or paraphrase the following boxed text: Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right arm has been replaced
suppresses this effect for 1 minute. To leave this chamber, the characters will have to cut their way out or move through the coral blocking the entrance. The coral covering the entrance has has AC 15, 40
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
characters enter the chamber, read or paraphrase the following boxed text: Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right arm has been replaced
suppresses this effect for 1 minute. To leave this chamber, the characters will have to cut their way out or move through the coral blocking the entrance. The coral covering the entrance has has AC 15, 40
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
characters enter the chamber, read or paraphrase the following boxed text: Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right arm has been replaced
suppresses this effect for 1 minute. To leave this chamber, the characters will have to cut their way out or move through the coral blocking the entrance. The coral covering the entrance has has AC 15, 40
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain. Sandstorm. A sandstorm blows constantly within 1 mile of the dragon’s lair
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain. Sandstorm. A sandstorm blows constantly within 1 mile of the dragon’s lair
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor
) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain. Sandstorm. A sandstorm blows constantly within 1 mile of the dragon’s lair
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
bridges rises in the distance. A cloud of spores falls gently from the sky, covering everything in a fine layer of the substance.
A tall creature beckons with a smile. Her body’s top half vaguely
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
goats.
The two goats are harmless and will eat just about anything. The cook, a human named Karou Salafan (neutral good human commoner), was not replaced by the cultists because he knows fifty
shut tightly. C12. Kadroth’s Bedchamber A large, gilded mirror covering most of the east wall is what made Kadroth want this room for himself. Other furnishings include an ornately carved wooden table
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
encounters occur simultaneously: Six gnolls surround and attack the characters. Six dretches on Idyll Road (area I1) claw at an overturned cart covering Ella Deepwell, a neutral female human commoner
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
bridges rises in the distance. A cloud of spores falls gently from the sky, covering everything in a fine layer of the substance.
A tall creature beckons with a smile. Her body’s top half vaguely
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
encounters occur simultaneously: Six gnolls surround and attack the characters. Six dretches on Idyll Road (area I1) claw at an overturned cart covering Ella Deepwell, a neutral female human commoner
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
goats.
The two goats are harmless and will eat just about anything. The cook, a human named Karou Salafan (neutral good human commoner), was not replaced by the cultists because he knows fifty
shut tightly. C12. Kadroth’s Bedchamber A large, gilded mirror covering most of the east wall is what made Kadroth want this room for himself. Other furnishings include an ornately carved wooden table
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
bridges rises in the distance. A cloud of spores falls gently from the sky, covering everything in a fine layer of the substance.
A tall creature beckons with a smile. Her body’s top half vaguely
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
encounters occur simultaneously: Six gnolls surround and attack the characters. Six dretches on Idyll Road (area I1) claw at an overturned cart covering Ella Deepwell, a neutral female human commoner
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
goats.
The two goats are harmless and will eat just about anything. The cook, a human named Karou Salafan (neutral good human commoner), was not replaced by the cultists because he knows fifty
shut tightly. C12. Kadroth’s Bedchamber A large, gilded mirror covering most of the east wall is what made Kadroth want this room for himself. Other furnishings include an ornately carved wooden table






