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Returning 35 results for 'border billowing diffusing contingent rest'.
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Monsters
Lorwyn: First Light
their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
Monsters
Lorwyn: First Light
rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and
. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go
Monsters
Bigby Presents: Glory of the Giants
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
of their giant ancestors; they simply want to burn as much as they can until their own flames are extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke.Fire, Poison
Vampiric Mist
Legacy
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Monsters
Tales from the Yawning Portal
damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In a loose manner of speaking, the vampiric mist is the embodiment of
first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doomvault (Dead in Thay
Monsters
Mordenkainen Presents: Monsters of the Multiverse
billowing clouds of fog lurk vampiric mists, the wretched remnants of vampire;vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and
hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.In
Monsters
Storm King's Thunder
object.
If it is destroyed, it re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus.Withering Touch. Melee Weapon Attack: +5
","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 Ethereal
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
this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Night Hag One of the Sewn Sisters (see chapter 5) shadows the party while staying in the Border Ethereal. During the party’s next long rest, the night hag materializes and snatches some blood or hair from a random character before returning to the Ethereal Plane.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
attack on the city, Darrett urges the characters to rest. He sends scouts to learn where Lord Soth and his retinue went after fleeing the city. The following day, Darrett meets the characters with the
Dragon Army has split its forces. A contingent is inexplicably heading into the Northern Wastes. Darrett doesn’t know much beyond this at the moment. When the characters are ready, he leads them to meet with Marshal Vendri.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
attack on the city, Darrett urges the characters to rest. He sends scouts to learn where Lord Soth and his retinue went after fleeing the city. The following day, Darrett meets the characters with the
Dragon Army has split its forces. A contingent is inexplicably heading into the Northern Wastes. Darrett doesn’t know much beyond this at the moment. When the characters are ready, he leads them to meet with Marshal Vendri.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
attack on the city, Darrett urges the characters to rest. He sends scouts to learn where Lord Soth and his retinue went after fleeing the city. The following day, Darrett meets the characters with the
Dragon Army has split its forces. A contingent is inexplicably heading into the Northern Wastes. Darrett doesn’t know much beyond this at the moment. When the characters are ready, he leads them to meet with Marshal Vendri.
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->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
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->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
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
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
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
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
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
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
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
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
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
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
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Conjuration As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight
feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. Focused Conjuration Beginning at 10th level, while you are concentrating on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Conjuration As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight
feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. Focused Conjuration Beginning at 10th level, while you are concentrating on a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
possession when it finishes a short or long rest.
Actions
Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge Hammer. Melee Weapon Attack: +13 to hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
School of Conjuration As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight
feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. Focused Conjuration Beginning at 10th level, while you are concentrating on a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
possession when it finishes a short or long rest.
Actions
Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge Hammer. Melee Weapon Attack: +13 to hit
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
possession when it finishes a short or long rest.
Actions
Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks.
Forge Hammer. Melee Weapon Attack: +13 to hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup The Zhentarim wants to start a small caravan from Womford and use its usual contingent of guards and drovers. They hire the characters as armed escorts for Ascaleld Marurryn, a negotiator for a
quarter when we get to Triboar, and the last half when the wagons return to Bargewright.” If pressed, the patrons add up-front bonuses, lump sums paid at the first rest stop on the outbound journey. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup The Zhentarim wants to start a small caravan from Womford and use its usual contingent of guards and drovers. They hire the characters as armed escorts for Ascaleld Marurryn, a negotiator for a
quarter when we get to Triboar, and the last half when the wagons return to Bargewright.” If pressed, the patrons add up-front bonuses, lump sums paid at the first rest stop on the outbound journey. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
every action the tribe takes, the druids weigh not only the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
insubstantial nature enables it to pursue prey through the tiniest of openings. When first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration
point maximum lasts until the target finishes a long rest. It dies if this effect reduces its hit point maximum to 0.






