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Returning 35 results for 'bodies both diffusing chain recording'.
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Monsters
Bigby Presents: Glory of the Giants
only), mage hand, prestidigitation
1/day each: chain lightning, cone of cold (6th-level version), fireball (6th-level version), fly, plane shift (self only)Before their banishment to the Underdark
failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling
Monsters
Spelljammer: Adventures in Space
chain.
Unusual Nature. The elf doesn’t require sleep.Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available).
Scimitar. Melee Weapon Attack: +5;{"diceNotation
these substances in various configurations to create star moth;star moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or
Monsters
Fizban's Treasury of Dragons
brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate
; scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back
Monsters
Fizban's Treasury of Dragons
energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall
corpse wears a chain shirt, clutches a shortsword, and packs a hand crossbow with 1d20 bolts. Painting Trap. A detect magic spell reveals an aura of necromancy magic around the painting. If anyone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall
corpse wears a chain shirt, clutches a shortsword, and packs a hand crossbow with 1d20 bolts. Painting Trap. A detect magic spell reveals an aura of necromancy magic around the painting. If anyone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall
corpse wears a chain shirt, clutches a shortsword, and packs a hand crossbow with 1d20 bolts. Painting Trap. A detect magic spell reveals an aura of necromancy magic around the painting. If anyone
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Oracular Conflux A few of Keranos’s most isolated temples serve a purpose beyond worship, being sites for the reading of worldly signs and recording of knowledge. These oracular confluxes provide
, telescopes, and other tools used to predict the weather and chart the course of celestial bodies. Each shrine has multiple methods of predicting the future that it might offer visitors—with reading the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Oracular Conflux A few of Keranos’s most isolated temples serve a purpose beyond worship, being sites for the reading of worldly signs and recording of knowledge. These oracular confluxes provide
, telescopes, and other tools used to predict the weather and chart the course of celestial bodies. Each shrine has multiple methods of predicting the future that it might offer visitors—with reading the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Oracular Conflux A few of Keranos’s most isolated temples serve a purpose beyond worship, being sites for the reading of worldly signs and recording of knowledge. These oracular confluxes provide
, telescopes, and other tools used to predict the weather and chart the course of celestial bodies. Each shrine has multiple methods of predicting the future that it might offer visitors—with reading the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Arcanaloth “Power. We all crave it, but only a select few of us deserve it.”
— Shemeshka the Marauder, arcanaloth in Sigil
Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they
): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blank
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Arcanaloth “Power. We all crave it, but only a select few of us deserve it.”
— Shemeshka the Marauder, arcanaloth in Sigil
Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they
): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blank
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
who are dragged down into the inky dark. The tentacled creature appears to be shackled by a collar attached to a chain, with the chain held by another creature resembling a vile, multi-tailed fish. Any
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Arcanaloth “Power. We all crave it, but only a select few of us deserve it.”
— Shemeshka the Marauder, arcanaloth in Sigil
Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they
): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blank
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
who are dragged down into the inky dark. The tentacled creature appears to be shackled by a collar attached to a chain, with the chain held by another creature resembling a vile, multi-tailed fish. Any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
who are dragged down into the inky dark. The tentacled creature appears to be shackled by a collar attached to a chain, with the chain held by another creature resembling a vile, multi-tailed fish. Any
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
20) 1 gp 2 lb. Candle 1 cp - Case, crossbow bolt 1 gp 1 lb. Case, map or scroll 1 gp 1 lb. Chain (10 feet) 5 gp 10 lb. Chalk (1 piece) 1 cp - Chest 5 gp 25 lb. Climber's kit 25 gp 12 lb. Clothes
. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
20) 1 gp 2 lb. Candle 1 cp - Case, crossbow bolt 1 gp 1 lb. Case, map or scroll 1 gp 1 lb. Chain (10 feet) 5 gp 10 lb. Chalk (1 piece) 1 cp - Chest 5 gp 25 lb. Climber's kit 25 gp 12 lb. Clothes
. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
20) 1 gp 2 lb. Candle 1 cp - Case, crossbow bolt 1 gp 1 lb. Case, map or scroll 1 gp 1 lb. Chain (10 feet) 5 gp 10 lb. Chalk (1 piece) 1 cp - Chest 5 gp 25 lb. Climber's kit 25 gp 12 lb. Clothes
. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago.) Corpses. Lying about the room are the bodies of eight guards wearing bloody and tattered House Gralhund livery over their chain shirts, as well as two dead Zhents in black leather armor. All
lot of noise. Corpses. The Zhents have killed two servants, an older male human (the head butler) and a younger male halfling (a cook), and left their bodies on the floor. G7. Laundry Room This room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago.) Corpses. Lying about the room are the bodies of eight guards wearing bloody and tattered House Gralhund livery over their chain shirts, as well as two dead Zhents in black leather armor. All
lot of noise. Corpses. The Zhents have killed two servants, an older male human (the head butler) and a younger male halfling (a cook), and left their bodies on the floor. G7. Laundry Room This room
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
years ago.) Corpses. Lying about the room are the bodies of eight guards wearing bloody and tattered House Gralhund livery over their chain shirts, as well as two dead Zhents in black leather armor. All
lot of noise. Corpses. The Zhents have killed two servants, an older male human (the head butler) and a younger male halfling (a cook), and left their bodies on the floor. G7. Laundry Room This room
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-frozen bodies near the bottom, weighed down by their chain shirts. There are six human corpses and six dwarf corpses in all—the remains of the castle guards killed by the cultists. A 5-foot-wide, 8-foot
except for four sheet-wrapped bodies lying side by side on the floor.
The bodies are the remains of four cultists (three humans and a halfling) who were killed by the speaker’s guards during the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-frozen bodies near the bottom, weighed down by their chain shirts. There are six human corpses and six dwarf corpses in all—the remains of the castle guards killed by the cultists. A 5-foot-wide, 8-foot
except for four sheet-wrapped bodies lying side by side on the floor.
The bodies are the remains of four cultists (three humans and a halfling) who were killed by the speaker’s guards during the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-frozen bodies near the bottom, weighed down by their chain shirts. There are six human corpses and six dwarf corpses in all—the remains of the castle guards killed by the cultists. A 5-foot-wide, 8-foot
except for four sheet-wrapped bodies lying side by side on the floor.
The bodies are the remains of four cultists (three humans and a halfling) who were killed by the speaker’s guards during the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-
Case, crossbow bolt
1 gp
1 lb.
Case, map or scroll
1 gp
1 lb.
Chain (10 feet)
5 gp
10 lb.
Chalk (1 piece)
1 cp
-
Chest
5 gp
25 lb.
Climber’s kit
25 gp
12 lb
Bolt. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-
Case, crossbow bolt
1 gp
1 lb.
Case, map or scroll
1 gp
1 lb.
Chain (10 feet)
5 gp
10 lb.
Chalk (1 piece)
1 cp
-
Chest
5 gp
25 lb.
Climber’s kit
25 gp
12 lb
Bolt. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-
Case, crossbow bolt
1 gp
1 lb.
Case, map or scroll
1 gp
1 lb.
Chain (10 feet)
5 gp
10 lb.
Chalk (1 piece)
1 cp
-
Chest
5 gp
25 lb.
Climber’s kit
25 gp
12 lb
Bolt. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
climb the outer walls but is otherwise indifferent to the goings-on in the yards below. B9: Harbor Towers Two mighty towers flank the entrance to the fortress’s harbor. A great steel chain stretches
schedule. Each tower contains a large winch for raising and lowering the chain that controls access to the harbor. The chain is effective only if both sides are raised, and it takes 3 actions to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
climb the outer walls but is otherwise indifferent to the goings-on in the yards below. B9: Harbor Towers Two mighty towers flank the entrance to the fortress’s harbor. A great steel chain stretches
schedule. Each tower contains a large winch for raising and lowering the chain that controls access to the harbor. The chain is effective only if both sides are raised, and it takes 3 actions to






