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Returning 35 results for 'bodies being diffusing continual readies'.
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Monsters
Planescape: Adventures in the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
quarters is 10 feet wide and 60 feet to the bend at the south. The bodies on the floor belong to two dead sailors, two dead guards, and two dead members of the extraction force—one giff and one
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
quarters is 10 feet wide and 60 feet to the bend at the south. The bodies on the floor belong to two dead sailors, two dead guards, and two dead members of the extraction force—one giff and one
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
quarters is 10 feet wide and 60 feet to the bend at the south. The bodies on the floor belong to two dead sailors, two dead guards, and two dead members of the extraction force—one giff and one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Warden Archon Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like
archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Warden Archon Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like
archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Warden Archon Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like
archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
.
The lever can be pulled to open the hand, so that offerings to Torm or bodies undergoing rituals can be placed upon it. Activating the Altar. Even with all that has happened in the city, this altar
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
.
The lever can be pulled to open the hand, so that offerings to Torm or bodies undergoing rituals can be placed upon it. Activating the Altar. Even with all that has happened in the city, this altar
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
.
The lever can be pulled to open the hand, so that offerings to Torm or bodies undergoing rituals can be placed upon it. Activating the Altar. Even with all that has happened in the city, this altar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
every surface is caked in decades of grime and soot. A few more gnome bodies lie face-down in the grit.
Smoldertown, with its many workshops and smithies, is the industrial heart of Little Lockford
-stained lanterns with continual flame spells cast inside them. Half-drunk flagons of flat mushroom beer rest on the bar and on the tables, abandoned by patrons in their haste to evacuate Little Lockford
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
every surface is caked in decades of grime and soot. A few more gnome bodies lie face-down in the grit.
Smoldertown, with its many workshops and smithies, is the industrial heart of Little Lockford
-stained lanterns with continual flame spells cast inside them. Half-drunk flagons of flat mushroom beer rest on the bar and on the tables, abandoned by patrons in their haste to evacuate Little Lockford
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
every surface is caked in decades of grime and soot. A few more gnome bodies lie face-down in the grit.
Smoldertown, with its many workshops and smithies, is the industrial heart of Little Lockford
-stained lanterns with continual flame spells cast inside them. Half-drunk flagons of flat mushroom beer rest on the bar and on the tables, abandoned by patrons in their haste to evacuate Little Lockford
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rise from the pool. Bobbing among the breaking ice, the bloated bodies of small humanoids stare up with wide, dead eyes.
The shift to extreme heat, as described in chapter 5 of the Dungeon Master’s
. The bodies are the boiled remains of svirfneblin that lived in area N5. N3. Oubliette Gore spatters the floor and walls of this windy cave, and the floor is strewn with dismembered humanoid corpses. A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rise from the pool. Bobbing among the breaking ice, the bloated bodies of small humanoids stare up with wide, dead eyes.
The shift to extreme heat, as described in chapter 5 of the Dungeon Master’s
. The bodies are the boiled remains of svirfneblin that lived in area N5. N3. Oubliette Gore spatters the floor and walls of this windy cave, and the floor is strewn with dismembered humanoid corpses. A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rise from the pool. Bobbing among the breaking ice, the bloated bodies of small humanoids stare up with wide, dead eyes.
The shift to extreme heat, as described in chapter 5 of the Dungeon Master’s
. The bodies are the boiled remains of svirfneblin that lived in area N5. N3. Oubliette Gore spatters the floor and walls of this windy cave, and the floor is strewn with dismembered humanoid corpses. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
found guilty of the crime of cowardice and sentenced to death. Once judgment is rendered, Fazrian orders Raxxus to step forth, slay the guilty party or parties, and cast their bodies into the pit (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
found guilty of the crime of cowardice and sentenced to death. Once judgment is rendered, Fazrian orders Raxxus to step forth, slay the guilty party or parties, and cast their bodies into the pit (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
found guilty of the crime of cowardice and sentenced to death. Once judgment is rendered, Fazrian orders Raxxus to step forth, slay the guilty party or parties, and cast their bodies into the pit (see
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling of an astrologer creating maps of both the sky and this realm.
This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
corpses. The jars on the tables contain various chemicals for preserving bodies. When the characters enter, two shadows rise from the floor and attack. Treasure. One of the jars is a flask of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling of an astrologer creating maps of both the sky and this realm.
This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
corpses. The jars on the tables contain various chemicals for preserving bodies. When the characters enter, two shadows rise from the floor and attack. Treasure. One of the jars is a flask of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling of an astrologer creating maps of both the sky and this realm.
This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
corpses. The jars on the tables contain various chemicals for preserving bodies. When the characters enter, two shadows rise from the floor and attack. Treasure. One of the jars is a flask of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
fleeing Leilon. High above, the green dragon perches atop the House of Thalivar. The crowd here is panicking and people are being trampled underfoot. Peering through the press of bodies, you see the
seethe under its skin. The woman glances down at you as she readies her next attack.
“To arms!” she shouts. “Leilon needs you!”
Claugiyliamatar is an ancient green dragon, except her breath weapon
Compendium
- Sources->Dungeons & Dragons->Divine Contention
fleeing Leilon. High above, the green dragon perches atop the House of Thalivar. The crowd here is panicking and people are being trampled underfoot. Peering through the press of bodies, you see the
seethe under its skin. The woman glances down at you as she readies her next attack.
“To arms!” she shouts. “Leilon needs you!”
Claugiyliamatar is an ancient green dragon, except her breath weapon
Compendium
- Sources->Dungeons & Dragons->Divine Contention
fleeing Leilon. High above, the green dragon perches atop the House of Thalivar. The crowd here is panicking and people are being trampled underfoot. Peering through the press of bodies, you see the
seethe under its skin. The woman glances down at you as she readies her next attack.
“To arms!” she shouts. “Leilon needs you!”
Claugiyliamatar is an ancient green dragon, except her breath weapon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to telepathically summon its thralls from area 21f to kill anyone who knows its secret. (It hides the bodies in area 22.) The room’s centerpiece consists of two elegant chairs made of petrified wood
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge giant (stone
rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge giant (stone
rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
notwithstanding, Dolurrh is a gloomy plane filled with the lingering traces of the dead. Dolurrh Manifest Zone Features d4 Feature 1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits
mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to telepathically summon its thralls from area 21f to kill anyone who knows its secret. (It hides the bodies in area 22.) The room’s centerpiece consists of two elegant chairs made of petrified wood
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
notwithstanding, Dolurrh is a gloomy plane filled with the lingering traces of the dead. Dolurrh Manifest Zone Features d4 Feature 1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits
mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
notwithstanding, Dolurrh is a gloomy plane filled with the lingering traces of the dead. Dolurrh Manifest Zone Features d4 Feature 1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits
mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to telepathically summon its thralls from area 21f to kill anyone who knows its secret. (It hides the bodies in area 22.) The room’s centerpiece consists of two elegant chairs made of petrified wood
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone. Stone Giant Dreamwalker
Huge giant (stone
rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
statue of Moradin is made of solid granite except for its eyes and the panels of the lantern, which are fashioned from quartz. A continual flame spell cast within the lantern’s hollow interior
cages, their bellies are little more than concave spaces where the flesh stretches thin across their bones. Their arms, legs, and faces are similarly skeletal, and terrible welts cover their bodies






