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Returning 35 results for 'border beams diffusing composed remains'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
annihilates its body and leaves behind a spectral being composed of fragments from the victim’s psyche and overwhelming psychic agony.
Every allip is wracked with a horrifying insight that
torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Gloom Weaver
Legacy
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Monsters
Mordenkainen’s Tome of Foes
:
Cantrips (at will): chill touch (3d8;{"diceNotation":"3d8","rollType":"roll"} damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation
1st−5th level (3 5th-level
"} necrotic damage.Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.Necrotic
Monsters
Candlekeep Mysteries
, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked.
The Sapphire
The sapphire is inside the
golem’s chest, hidden behind an 9-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like the rays of the sun
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.Nightmare haunts are terrors from the
curse. Even with the Phyrexians defeated, the curse remains and spreads unchecked through Eldraine due to interference from the planeswalker Ashiok and Eriette, one of the witches who helped create the
Monsters
Eberron: Rising from the Last War
decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of
use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
“Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
Monsters
Quests from the Infinite Staircase
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
speaks on their behalf during council sessions. Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild
, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (lawful neutral, human knight).
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
speaks on their behalf during council sessions. Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild
, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (lawful neutral, human knight).
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
speaks on their behalf during council sessions. Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild
, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (lawful neutral, human knight).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
submerged at high tide, and two sections are half-exposed at low tide. Scavengers have picked clean the wreck, but one can still find rusty manacles bolted to rotten beams alongside skeletal remains.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
submerged at high tide, and two sections are half-exposed at low tide. Scavengers have picked clean the wreck, but one can still find rusty manacles bolted to rotten beams alongside skeletal remains.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
submerged at high tide, and two sections are half-exposed at low tide. Scavengers have picked clean the wreck, but one can still find rusty manacles bolted to rotten beams alongside skeletal remains.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t
summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t
summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t
summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
out. The first is a granite head the size of a wagon on the ground, gazing skyward. The second is the remains of a farmer’s market clustered near the stone head, now only broken beams and crumbling
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
out. The first is a granite head the size of a wagon on the ground, gazing skyward. The second is the remains of a farmer’s market clustered near the stone head, now only broken beams and crumbling
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
out. The first is a granite head the size of a wagon on the ground, gazing skyward. The second is the remains of a farmer’s market clustered near the stone head, now only broken beams and crumbling
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
herself and Caerwyn, her beloved. The palace once stood where the hedge maze (area G21) now does, facing the lake in the garden. Composed of striking purple-red porphyry stone, the palace remains a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Magma Mephit Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and actions. Magma Mephit
) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Magma Mephit Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and actions. Magma Mephit
) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
herself and Caerwyn, her beloved. The palace once stood where the hedge maze (area G21) now does, facing the lake in the garden. Composed of striking purple-red porphyry stone, the palace remains a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, obeying any command from a drow that isn’t clearly suicidal. 24b. Tunnels These naturally formed tunnels wind through collapsed rooms and hallways. The walls are composed of jagged stones, and the floor
sixteen troglodytes in varying stages of decay. Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. The ghouls retreat into the back tunnels when one or more drow enter the room. If a drow is not among those who enter, the ghouls attack.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, obeying any command from a drow that isn’t clearly suicidal. 24b. Tunnels These naturally formed tunnels wind through collapsed rooms and hallways. The walls are composed of jagged stones, and the floor
sixteen troglodytes in varying stages of decay. Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. The ghouls retreat into the back tunnels when one or more drow enter the room. If a drow is not among those who enter, the ghouls attack.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Remains of Tammeraut Map 7.5: The Pit of Hatred View Player Version Map 7.5 shows the seafloor in the vicinity of the sunken hull, including the spot where the rift that seals the Pit of Hatred
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Remains of Tammeraut Map 7.5: The Pit of Hatred View Player Version Map 7.5 shows the seafloor in the vicinity of the sunken hull, including the spot where the rift that seals the Pit of Hatred
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, obeying any command from a drow that isn’t clearly suicidal. 24b. Tunnels These naturally formed tunnels wind through collapsed rooms and hallways. The walls are composed of jagged stones, and the floor
sixteen troglodytes in varying stages of decay. Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. The ghouls retreat into the back tunnels when one or more drow enter the room. If a drow is not among those who enter, the ghouls attack.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Magma Mephit Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and actions. Magma Mephit
) fire damage on a failed save, or half as much damage on a successful one.
False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Innate






