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Returning 35 results for 'blue bodies diffusing continues reside'.
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Species
Lorwyn: First Light
cold logic and rejected reactionary responses. As a result, the magical flames that engulfed their bodies took on a frigid air, and they became rimekin.
Like flamekin, rimekin possess innate magic
, but the flames they conjure burn icy blue rather than red hot. Further, these “flames” emanate a chilling cold rather than blazing heat. This effect extends, superficially, to the items
Monsters
Fizban's Treasury of Dragons
largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest
. Their magical ability to change their appearance to mimic those they’ve slain allows them to sow confusion and despair among their enemies. When dreadnoughts are killed, their bodies burst into
Monsters
Icewind Dale: Rime of the Frostmaiden
golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Monsters
The Book of Many Things
action again.Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
, and when they offer divinations; they delight in such glimpses and are compelled to speak of what they see. Those who dare harm a fate hag find silvery threads of destiny winding around their bodies, tightening and slicing deeper as fate turns against the hag’s foes.
Monsters
The Book of Many Things
;s choice). Their spells might also be different. Some known Elder Evils include the following:
Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
Caiphon, the Dream
minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
Changeling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-nails.
Changelings
Monsters
Eberron: Rising from the Last War
range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.
The Power of Pleasure
. Hashalaq quori have studied their mortal prey for centuries. Inhabiting human bodies as Inspired (Hashalaq variant);Inspired has granted the hashalaq a deep understanding of the hedonistic urges of
Monsters
Fizban's Treasury of Dragons
. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests
","rollAction":"Adventure Hook"}
Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz
Monsters
Fizban's Treasury of Dragons
their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
Monsters
Fizban's Treasury of Dragons
their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the
Monsters
Fizban's Treasury of Dragons
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating
Monsters
Fizban's Treasury of Dragons
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Luminous Blue Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed
glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers entered into rapport with Araumycos, so that characters shunted out of that rapport can defend their compatriots’ helpless bodies while the fight continues. If all the characters are defeated on
into the Abyss. Characters reduced to 0 hit points in the battle on the Astral Plane are catapulted back to their bodies on the Material Plane. Their rapport with Araumycos is broken, and they are
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Dead Spiders When the characters enter the cave, they see a passage leading deeper underground. From the cave entrance, a passage continues deeper beneath the hills and slopes downward. You travel
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wounds in its pale blue flesh. The hall displays the bodies of eight frost giants, one fire giant, and one cloud giant. When the characters arrive in this area, 8 kobolds are working in the chamber
7. Hall of Giants The bodies of some of the frost giants Arauthator has fought and killed over the centuries are on display in this chamber, frozen into crystal-clear ice walls. Visibility at this
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Terminology The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the
suns, worlds, moons, asteroids, comets, or other bodies. This neighborhood of celestial and planetary bodies is called a Wildspace system. In Wildspace, the Material Plane and the Astral Plane overlap
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
their stat block later in the adventure). Their wheelbarrow contains four bodies—the remains of two adult humans (monks) who were killed in training exercises, and the remains of two forest gnomes who
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures can be seen 66–75 2d4 young remorhazes 76–80 A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids 81–90 1 adult white dragon 91–96 1d8 + 1 frost giants 97–99 1d4 remorhazes 00 1 ancient white dragon
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
wounds in its pale blue flesh. The hall displays the bodies of eight frost giants, one fire giant, and one cloud giant. When the characters arrive in this area, 8 kobolds are working in the chamber
7. Hall of Giants The bodies of some of the frost giants Arauthator has fought and killed over the centuries are on display in this chamber, frozen into crystal-clear ice walls. Visibility at this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. A gray, pillar-like monolith set against a sky-blue field above two crossed silver fish, their scaly bodies forming an X, with their heads at upper left and upper right. The monolith signifies local
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Map 11.4: Arekanz’s Donjon View Player Version G1: Crumbling Mound Characters who end up in Arekanz’s demiplanar donjon arrive here. You stand among hills made from the half-digested bodies of countless
characters approach, it shudders as a cosmic horror (see appendix A) slithers out of it from the east to feast on the characters’ minds and bodies. G4: Shrine of Habbakuk The tall stone statue at the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in
grooves allow lava to flow through and illuminate the outpost’s interior with dim blue light. The mining tunnels are dark unless otherwise noted. Tunnels Galore!
Map 5.5 and the corresponding location
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor-to-ceiling glass tanks, four of which are filled with a light-blue fluid in which the body of an elderly male human is suspended. Three of the bodies appear lifeless and inert. The fourth looks
23. Body Tanks If the characters have met Thessalar already, they recognize the bodies in the tank as the artificer. Adjust the following read-aloud text accordingly: This chamber holds a half-dozen
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
power, and you absolutely can take it with you if you’re an undying spirit living in decadent luxury on the ruling council of the Orzhov Syndicate. Built on the crushed dreams and broken bodies of
financial, with the two functions closely related. As Ravnica’s dominant church, the Orzhov continues to preach an oppressive message that equates sin with debt and promises forgiveness to those who
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and horse, savor freedom and champion nature’s cause. Goblins are small, fierce, stealthy, and sometimes comical. Loxodons resemble humanoid elephants with powerful bodies, stoic natures, and serene
adaptive qualities of certain animal species into human, elf, or vedalken volunteers. Vedalken are tall, blue-skinned, and ingenious, with insatiable curiosity and a penchant for invention.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
enormous yeti with tentacles for arms known as the Prince of Ice. The bodies of the Children of Splintered Ice are blue with cold. Strange and fanatical, they stand motionless like statues until Blayne
rouses them to action. Blayne can be found in area T10 (see map 1.1). Children of Suffocating Ooze Members of a street gang from the Free City of Greyhawk form this cult. Their bodies glisten with oozy
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
crystalline hive peppered with demiplanes of divine judgment. Inside lurk potent evils banished by Atash, such as Faasadi the Rotten, an adult blue dracolich, and the ageless Chesmare, a beholder who
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sea Ward The Sea Ward stands proud on the high ground above Mount Waterdeep’s sunset shadow. The rich and the powerful (or those who wish you to think such of them, and can afford the rent) reside or
walls, go to where Diamond Street and Delzorin Street cross, nigh to Mystra’s House of Wonder, and simply spin in a circle. Blue and gold are the Sea Ward’s colors in competitions, and the ward’s mascot
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconian Dreadnought The largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever
, their bodies burst into flames, scorching everything around them. On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians. Draconian Dreadnought
Large
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, accessible via a hole under the boulder (see area P4). The treant bemoans that it didn’t notice “the previous intruder”—a small person in a dark-blue cloak—until the intruder had already squeezed into the
hole under the boulder. Rosintar doesn’t go near the hole, both because the treant wouldn’t fit and because it is afraid of Gazaia. Of the blue-cloaked intruder’s fate, Rosintar says flatly and with






