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Returning 31 results for 'bodily both diffusing compound remain'.
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bodies both diffusing composed remain
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body both diffusing compound remains
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body both defusing compounds remain
Orc
Legacy
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Species
Volo's Guide to Monsters
gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
use the Nightingale Bell to maintain the dream of I’Cath. However, anyone can ring the bell to enter the dream bodily as though it were a demiplane. A creature that physically enters the dream leaves
exhaustion can try to wake up after every 6 hours they spend within the dream; to awaken, they must succeed on a DC 10 Wisdom saving throw. Those who fail remain within the dream for another 6 hours
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
use the Nightingale Bell to maintain the dream of I’Cath. However, anyone can ring the bell to enter the dream bodily as though it were a demiplane. A creature that physically enters the dream leaves
exhaustion can try to wake up after every 6 hours they spend within the dream; to awaken, they must succeed on a DC 10 Wisdom saving throw. Those who fail remain within the dream for another 6 hours
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
use the Nightingale Bell to maintain the dream of I’Cath. However, anyone can ring the bell to enter the dream bodily as though it were a demiplane. A creature that physically enters the dream leaves
exhaustion can try to wake up after every 6 hours they spend within the dream; to awaken, they must succeed on a DC 10 Wisdom saving throw. Those who fail remain within the dream for another 6 hours
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Tashlutans claim to have some amount of skill with personal prognostication. One of the most notable sights in Tashluta, the House of the All-Seeing Orb is an immense compound dedicated to the study of
carrying tomes or mysterious-looking magic devices, bustle about the immense compound. The largest building is patterned with inscribed eyes. A larger, more detailed eye is carved above the building’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Tashlutans claim to have some amount of skill with personal prognostication. One of the most notable sights in Tashluta, the House of the All-Seeing Orb is an immense compound dedicated to the study of
carrying tomes or mysterious-looking magic devices, bustle about the immense compound. The largest building is patterned with inscribed eyes. A larger, more detailed eye is carved above the building’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Tashlutans claim to have some amount of skill with personal prognostication. One of the most notable sights in Tashluta, the House of the All-Seeing Orb is an immense compound dedicated to the study of
carrying tomes or mysterious-looking magic devices, bustle about the immense compound. The largest building is patterned with inscribed eyes. A larger, more detailed eye is carved above the building’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
hurling rocks and goblins. Goblin Huckers The six ogres that remain outside Goldenfields wear hobgoblin inventions called goblin huckers. Each of these contraptions is essentially a portable trebuchet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
hurling rocks and goblins. Goblin Huckers The six ogres that remain outside Goldenfields wear hobgoblin inventions called goblin huckers. Each of these contraptions is essentially a portable trebuchet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
hurling rocks and goblins. Goblin Huckers The six ogres that remain outside Goldenfields wear hobgoblin inventions called goblin huckers. Each of these contraptions is essentially a portable trebuchet
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
where warriors gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily
only for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
where warriors gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily
only for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
where warriors gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily
only for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
themselves out of the politics of the High Captains and the city at large, but the notion that powerful wizards closely aligned with one another can truly remain neutral is laughable to anyone familiar
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
themselves out of the politics of the High Captains and the city at large, but the notion that powerful wizards closely aligned with one another can truly remain neutral is laughable to anyone familiar
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
themselves out of the politics of the High Captains and the city at large, but the notion that powerful wizards closely aligned with one another can truly remain neutral is laughable to anyone familiar
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes root
Equipment
as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
with webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force
Equipment
gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic force takes
Equipment
gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and
appears with webbing which acts like the Web spell. The webs and eldritch crawlers remain until destroyed, or until the crawlers successfully obtain suitable prey.
49–50
A powerful magnetic
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature can rush from the room, taking no damage, or remain in the room and take half as much damage only. A creature that can fit in spaces as narrow as 6 inches has advantage on the save thanks to
check, the character takes 16 (3d10) psychic damage, and the doors remain locked. Alternatively, a character can place one of their arms into a mask’s open mouth. When each mouth has an arm in it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature can rush from the room, taking no damage, or remain in the room and take half as much damage only. A creature that can fit in spaces as narrow as 6 inches has advantage on the save thanks to
check, the character takes 16 (3d10) psychic damage, and the doors remain locked. Alternatively, a character can place one of their arms into a mask’s open mouth. When each mouth has an arm in it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature can rush from the room, taking no damage, or remain in the room and take half as much damage only. A creature that can fit in spaces as narrow as 6 inches has advantage on the save thanks to
check, the character takes 16 (3d10) psychic damage, and the doors remain locked. Alternatively, a character can place one of their arms into a mask’s open mouth. When each mouth has an arm in it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Skulls, bones, rusted armor, and broken weapons are all that remain of those killed by orc axes and the dragon’s icy breath. Suggested Encounter Eight Zhentarim thugs (LE male and female humans of
, however. Some of its outer walls still lie in ruins, and several of its neighborhoods remain abandoned. Even so, the great chasm to the Underdark that opened within the city has been magically sealed (at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Skulls, bones, rusted armor, and broken weapons are all that remain of those killed by orc axes and the dragon’s icy breath. Suggested Encounter Eight Zhentarim thugs (LE male and female humans of
, however. Some of its outer walls still lie in ruins, and several of its neighborhoods remain abandoned. Even so, the great chasm to the Underdark that opened within the city has been magically sealed (at
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Skulls, bones, rusted armor, and broken weapons are all that remain of those killed by orc axes and the dragon’s icy breath. Suggested Encounter Eight Zhentarim thugs (LE male and female humans of
, however. Some of its outer walls still lie in ruins, and several of its neighborhoods remain abandoned. Even so, the great chasm to the Underdark that opened within the city has been magically sealed (at
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
specific order. A character who opens a door and succeeds on a DC 15 Intelligence (Arcana) check discerns the nature of the lock and the number of doors that remain. The doors can’t be bypassed through
at the foot of Drelnza’s coffin are several magical tomes, which at the DM’s discretion might include any of the following books: A Manual of Bodily Health A Manual of Gainful Exercise A Manual of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
specific order. A character who opens a door and succeeds on a DC 15 Intelligence (Arcana) check discerns the nature of the lock and the number of doors that remain. The doors can’t be bypassed through
at the foot of Drelnza’s coffin are several magical tomes, which at the DM’s discretion might include any of the following books: A Manual of Bodily Health A Manual of Gainful Exercise A Manual of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
specific order. A character who opens a door and succeeds on a DC 15 Intelligence (Arcana) check discerns the nature of the lock and the number of doors that remain. The doors can’t be bypassed through
at the foot of Drelnza’s coffin are several magical tomes, which at the DM’s discretion might include any of the following books: A Manual of Bodily Health A Manual of Gainful Exercise A Manual of






