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Returning 35 results for 'border being diffusing chest repeats'.
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Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wave of Cinders"}. The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
5–6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Animals like bats, bears, deer, or goats. 3 A climber clinging to a stalactite. 4 Itself using a large mirror or shiny surface. 5 A mimic disguised as a chest full of treasure. 6 A monster such as an
Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Animals like bats, bears, deer, or goats. 3 A climber clinging to a stalactite. 4 Itself using a large mirror or shiny surface. 5 A mimic disguised as a chest full of treasure. 6 A monster such as an
Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Animals like bats, bears, deer, or goats. 3 A climber clinging to a stalactite. 4 Itself using a large mirror or shiny surface. 5 A mimic disguised as a chest full of treasure. 6 A monster such as an
Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in area V7. The wooden chest in area V7 (as well as the severed head
; a creature must trace the path of the lines, starting at either endpoint. All eight sets of arm positions must be performed, with no repeats, for the sequence to be complete. If the arm positions
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
ghostly image of a dwarf zombie lurches from a wall, puts a rotted finger to its lips, then uses its other hand to peel back its ribcage and reveal a gem hidden in its chest cavity. The zombie then
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
ghostly image of a dwarf zombie lurches from a wall, puts a rotted finger to its lips, then uses its other hand to peel back its ribcage and reveal a gem hidden in its chest cavity. The zombie then
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
invading some sacred or secret place important to that character, such as a childhood home. 4 Each character hears low muttering in Dwarvish that repeats, “The brain eaters have come! Save us! If you cannot
ghostly image of a dwarf zombie lurches from a wall, puts a rotted finger to its lips, then uses its other hand to peel back its ribcage and reveal a gem hidden in its chest cavity. The zombie then
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each
of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each
of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in area V7. The wooden chest in area V7 (as well as the severed head
; a creature must trace the path of the lines, starting at either endpoint. All eight sets of arm positions must be performed, with no repeats, for the sequence to be complete. If the arm positions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
damage from falling debris. The collapse not only destroys the tower but also most of its contents, including the animated armor in area V7. The wooden chest in area V7 (as well as the severed head
; a creature must trace the path of the lines, starting at either endpoint. All eight sets of arm positions must be performed, with no repeats, for the sequence to be complete. If the arm positions
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
next to the aft door to the central bulkhead. Each hammock is occupied by a scaled figure.
A small chest or box of some sort lies under the most forward hammock. There appear to be weapons under each
of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
wheel hits the deck with a loud thud that catches the attention of the zombies in area C4. A moment later, the thud is answered by a loud crash against the door to C4, which repeats every 10 to 15
formed when the rotting floorboards collapsed under the weight of the captain’s sea chest. It broke through the floor of the lower deck (area C8) as well, coming to rest in the hold (area C9). Treasure
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
wheel hits the deck with a loud thud that catches the attention of the zombies in area C4. A moment later, the thud is answered by a loud crash against the door to C4, which repeats every 10 to 15
formed when the rotting floorboards collapsed under the weight of the captain’s sea chest. It broke through the floor of the lower deck (area C8) as well, coming to rest in the hold (area C9). Treasure
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
wheel hits the deck with a loud thud that catches the attention of the zombies in area C4. A moment later, the thud is answered by a loud crash against the door to C4, which repeats every 10 to 15
formed when the rotting floorboards collapsed under the weight of the captain’s sea chest. It broke through the floor of the lower deck (area C8) as well, coming to rest in the hold (area C9). Treasure
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and helmets, all with icicles hanging from them. The room also contains a padlocked wooden chest in one corner and an enormous, wheel-shaped whetstone in another corner, frozen in position. Standing
by the wheel is a cloud giant ghost staring blankly into the sky.
The cloud giant ghost is indifferent toward intruders but turns hostile if attacked or if the items in the chest are removed (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and helmets, all with icicles hanging from them. The room also contains a padlocked wooden chest in one corner and an enormous, wheel-shaped whetstone in another corner, frozen in position. Standing
by the wheel is a cloud giant ghost staring blankly into the sky.
The cloud giant ghost is indifferent toward intruders but turns hostile if attacked or if the items in the chest are removed (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and helmets, all with icicles hanging from them. The room also contains a padlocked wooden chest in one corner and an enormous, wheel-shaped whetstone in another corner, frozen in position. Standing
by the wheel is a cloud giant ghost staring blankly into the sky.
The cloud giant ghost is indifferent toward intruders but turns hostile if attacked or if the items in the chest are removed (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Dungeon Master’s Guide). The poison on these needles is oil of taggit (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The third chest the characters investigate is additionally trapped so
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Dungeon Master’s Guide). The poison on these needles is oil of taggit (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The third chest the characters investigate is additionally trapped so
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Dungeon Master’s Guide). The poison on these needles is oil of taggit (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The third chest the characters investigate is additionally trapped so
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
animates for 1d4 rounds, after which it clatters to the floor. The effect repeats if the bones are touched again, unless the skeleton is reduced to 0 hit points or the bones are destroyed, in which case
has led to some tense meetings between the lord protector and the wizard of Boar’s Rest, who doesn’t see the harm. Treasure. Kolstaag hides his valuables with the aid of a Leomund’s secret chest spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
animates for 1d4 rounds, after which it clatters to the floor. The effect repeats if the bones are touched again, unless the skeleton is reduced to 0 hit points or the bones are destroyed, in which case
has led to some tense meetings between the lord protector and the wizard of Boar’s Rest, who doesn’t see the harm. Treasure. Kolstaag hides his valuables with the aid of a Leomund’s secret chest spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
animates for 1d4 rounds, after which it clatters to the floor. The effect repeats if the bones are touched again, unless the skeleton is reduced to 0 hit points or the bones are destroyed, in which case
has led to some tense meetings between the lord protector and the wizard of Boar’s Rest, who doesn’t see the harm. Treasure. Kolstaag hides his valuables with the aid of a Leomund’s secret chest spell
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
marks a page with an entry on meenlocks, which includes the following information: Meenlocks are corrupted fey creatures that spontaneously manifest in response to fear in places where the border with the
has a tall chest of drawers made of dark wood in the corner across from the door. Farther into the room, a small desk sits between two windows, with a large bed to the left of it. The sheets and






