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Returning 35 results for 'blue because diffusing coming reborn'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
to him, tapping its foot impatiently, is a blue-skinned ogre.
Grumink the Renegade The leather-clad dwarf is Grumink the Renegade (see “Other Villains” in chapter 7), and the “blue-skinned ogre” is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
to him, tapping its foot impatiently, is a blue-skinned ogre.
Grumink the Renegade The leather-clad dwarf is Grumink the Renegade (see “Other Villains” in chapter 7), and the “blue-skinned ogre” is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
to him, tapping its foot impatiently, is a blue-skinned ogre.
Grumink the Renegade The leather-clad dwarf is Grumink the Renegade (see “Other Villains” in chapter 7), and the “blue-skinned ogre” is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wild-eyed oracle (see chapter 6) points to the characters as harbingers of a coming disaster.
6 A living storm deluges an area, taking what it believes is righteous revenge on a community
Centaur MM
3 Akroan hoplite MOoT
3 Blue dragon wyrmling* MM
5 Air elemental MM
7 Theran chimera MOoT
9 Young blue dragon* MM
13 Storm giant MM
16 Adult
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wild-eyed oracle (see chapter 6) points to the characters as harbingers of a coming disaster.
6 A living storm deluges an area, taking what it believes is righteous revenge on a community
Centaur MM
3 Akroan hoplite MOoT
3 Blue dragon wyrmling* MM
5 Air elemental MM
7 Theran chimera MOoT
9 Young blue dragon* MM
13 Storm giant MM
16 Adult
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wild-eyed oracle (see chapter 6) points to the characters as harbingers of a coming disaster.
6 A living storm deluges an area, taking what it believes is righteous revenge on a community
Centaur MM
3 Akroan hoplite MOoT
3 Blue dragon wyrmling* MM
5 Air elemental MM
7 Theran chimera MOoT
9 Young blue dragon* MM
13 Storm giant MM
16 Adult
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
direction.
3 The sky turns sickly green or bruised purple.
4 The water of a river or a lake or along a coastline turns to blood, acid, or blue sand.
5 All creatures born on a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
direction.
3 The sky turns sickly green or bruised purple.
4 The water of a river or a lake or along a coastline turns to blood, acid, or blue sand.
5 All creatures born on a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
direction.
3 The sky turns sickly green or bruised purple.
4 The water of a river or a lake or along a coastline turns to blood, acid, or blue sand.
5 All creatures born on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Shadowdusk Vault The Shadowdusks store their family’s wealth here. The walls climb 15 feet vertically before angling inward, coming to a point 30 feet above the floor. The room’s contents are as
(5,000 gp) A tiny, incandescent blue sphere easily mistaken for a magic gemstone (actually an ioun stone of insight) A child’s rocking horse, half scorched by fire, with a gold music box (750 gp) tucked in a small compartment under the hinged saddle
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and one leads to the desert of Mulhorand, near a blue dragon lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and one leads to the desert of Mulhorand, near a blue dragon lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and one leads to the desert of Mulhorand, near a blue dragon’s lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and one leads to the desert of Mulhorand, near a blue dragon lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Shadowdusk Vault The Shadowdusks store their family’s wealth here. The walls climb 15 feet vertically before angling inward, coming to a point 30 feet above the floor. The room’s contents are as
(5,000 gp) A tiny, incandescent blue sphere easily mistaken for a magic gemstone (actually an ioun stone of insight) A child’s rocking horse, half scorched by fire, with a gold music box (750 gp) tucked in a small compartment under the hinged saddle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Shadowdusk Vault The Shadowdusks store their family’s wealth here. The walls climb 15 feet vertically before angling inward, coming to a point 30 feet above the floor. The room’s contents are as
(5,000 gp) A tiny, incandescent blue sphere easily mistaken for a magic gemstone (actually an ioun stone of insight) A child’s rocking horse, half scorched by fire, with a gold music box (750 gp) tucked in a small compartment under the hinged saddle
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and one leads to the desert of Mulhorand, near a blue dragon’s lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and one leads to the desert of Mulhorand, near a blue dragon’s lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Within the waist-high village wall, a dozen or so wood-and-adobe houses surround a well. A worn-out sign hangs crookedly from the arch, proclaiming in fading blue paint, “Welcome to Milpazul,” but that
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Within the waist-high village wall, a dozen or so wood-and-adobe houses surround a well. A worn-out sign hangs crookedly from the arch, proclaiming in fading blue paint, “Welcome to Milpazul,” but that
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Within the waist-high village wall, a dozen or so wood-and-adobe houses surround a well. A worn-out sign hangs crookedly from the arch, proclaiming in fading blue paint, “Welcome to Milpazul,” but that
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
. Hydia Moonmusk, the fearless daughter of the Blue Bear tribe’s great chief, has made a den for herself in the bear cave near the mouth of the canyon (area 3). Characters who allow Hydia enough time
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
. Hydia Moonmusk, the fearless daughter of the Blue Bear tribe’s great chief, has made a den for herself in the bear cave near the mouth of the canyon (area 3). Characters who allow Hydia enough time
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
. Hydia Moonmusk, the fearless daughter of the Blue Bear tribe’s great chief, has made a den for herself in the bear cave near the mouth of the canyon (area 3). Characters who allow Hydia enough time
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, they learn the general exterior layout, including the locations of the main door, balcony door, and windows. They also get a good look at the guard uniforms—dark blue with gold stitching—which can
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, they learn the general exterior layout, including the locations of the main door, balcony door, and windows. They also get a good look at the guard uniforms—dark blue with gold stitching—which can
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, they learn the general exterior layout, including the locations of the main door, balcony door, and windows. They also get a good look at the guard uniforms—dark blue with gold stitching—which can
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
walls and in the hall go out, and a point of blue light appears over the bier and expands into a faintly humanoid form. The bones in the tomb, as well as antlers on the elk altar, stir then fly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
walls and in the hall go out, and a point of blue light appears over the bier and expands into a faintly humanoid form. The bones in the tomb, as well as antlers on the elk altar, stir then fly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
walls and in the hall go out, and a point of blue light appears over the bier and expands into a faintly humanoid form. The bones in the tomb, as well as antlers on the elk altar, stir then fly
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
been pushed toward the wall and its chairs haphazardly tossed out of the way. In the middle of the room hop four unusual frogs. Each is glowing in vibrant colors—red, blue, violet, and orange—and has
) check. Encourage a player to really sell this scene by naming their frog and coming up with ways to inspire it. If one of the characters succeeds on this Wisdom check, that character’s frog wins the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vallaki Lore In addition to the information known to all Barovians (see “Barovian Lore” in chapter 2), Vallakians know the following bits of local lore: The Blue Water Inn (area N2) offers food, wine
trappers have managed to kill several of the wolves, but more keep coming. It’s too dangerous to go fishing on Lake Zarovich (chapter 2, area L) , but the threat of Strahd’s wolves hasn’t stopped Bluto
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
been pushed toward the wall and its chairs haphazardly tossed out of the way. In the middle of the room hop four unusual frogs. Each is glowing in vibrant colors—red, blue, violet, and orange—and has
) check. Encourage a player to really sell this scene by naming their frog and coming up with ways to inspire it. If one of the characters succeeds on this Wisdom check, that character’s frog wins the






