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Returning 35 results for 'borders bad diffusing converse removing'.
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Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->Monster Manual
slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
converse with characters and fall silent if threatened. The spirits know the following information and share it with friendly characters: The skeleton is their mother, Theodora. She prayed to Ezra to protect
the room and keep out the “hungry things.” The hungry things are bad spirits that took over. They “stole” the children’s parents. The children don’t know any named spirits. They would like to leave
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
converse with characters and fall silent if threatened. The spirits know the following information and share it with friendly characters: The skeleton is their mother, Theodora. She prayed to Ezra to protect
the room and keep out the “hungry things.” The hungry things are bad spirits that took over. They “stole” the children’s parents. The children don’t know any named spirits. They would like to leave
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
converse with characters and fall silent if threatened. The spirits know the following information and share it with friendly characters: The skeleton is their mother, Theodora. She prayed to Ezra to protect
the room and keep out the “hungry things.” The hungry things are bad spirits that took over. They “stole” the children’s parents. The children don’t know any named spirits. They would like to leave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
other than Undercommon, Noolgaloop casts the tongues spell so they can converse. It demands that the characters help it complete the statue by retrieving the following items: The legs and fur of a giant
, any creature not immune to the stench of troglodytes must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. A gust of wind spell or similar magic can clear the air in the cave for 1 minute, while removing the troglodyte carcasses clears the air for good.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
action and makes a successful DC 15 Intelligence (Religion) check discerns the way to lay her spirit to rest: either by removing all the books and scrolls from the library or by destroying them. Melindra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
other than Undercommon, Noolgaloop casts the tongues spell so they can converse. It demands that the characters help it complete the statue by retrieving the following items: The legs and fur of a giant
, any creature not immune to the stench of troglodytes must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. A gust of wind spell or similar magic can clear the air in the cave for 1 minute, while removing the troglodyte carcasses clears the air for good.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
action and makes a successful DC 15 Intelligence (Religion) check discerns the way to lay her spirit to rest: either by removing all the books and scrolls from the library or by destroying them. Melindra
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
action and makes a successful DC 15 Intelligence (Religion) check discerns the way to lay her spirit to rest: either by removing all the books and scrolls from the library or by destroying them. Melindra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
other than Undercommon, Noolgaloop casts the tongues spell so they can converse. It demands that the characters help it complete the statue by retrieving the following items: The legs and fur of a giant
, any creature not immune to the stench of troglodytes must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. A gust of wind spell or similar magic can clear the air in the cave for 1 minute, while removing the troglodyte carcasses clears the air for good.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Satyrs in Distress Once the characters have entered the book, read: You’re on the fringe of a meadow that borders a forest. Tall trees of several varieties stretch before you as far as the eye can
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Satyrs in Distress Once the characters have entered the book, read: You’re on the fringe of a meadow that borders a forest. Tall trees of several varieties stretch before you as far as the eye can
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Satyrs in Distress Once the characters have entered the book, read: You’re on the fringe of a meadow that borders a forest. Tall trees of several varieties stretch before you as far as the eye can
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t
finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut. Removing the gem from the hut renders the hut incapacitated. That task is easier said
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t
finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut. Removing the gem from the hut renders the hut incapacitated. That task is easier said
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t
finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut. Removing the gem from the hut renders the hut incapacitated. That task is easier said
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
his size is Small. Bullywugs captured Nosey outside the demiplane and were planning to offer the puppy to their king as a gift, but Nosey escaped from them. Nosey suffers from a bad cold and sneezes
gibberish from the book. If two Worgs are defeated or Kelek takes damage, Kelek joins the battle, incensed that the characters interrupted him. Kelek has 40 Temporary Hit Points from removing Uni’s horn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
his size is Small. Bullywugs captured Nosey outside the demiplane and were planning to offer the puppy to their king as a gift, but Nosey escaped from them. Nosey suffers from a bad cold and sneezes
gibberish from the book. If two Worgs are defeated or Kelek takes damage, Kelek joins the battle, incensed that the characters interrupted him. Kelek has 40 Temporary Hit Points from removing Uni’s horn
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
his size is Small. Bullywugs captured Nosey outside the demiplane and were planning to offer the puppy to their king as a gift, but Nosey escaped from them. Nosey suffers from a bad cold and sneezes
gibberish from the book. If two Worgs are defeated or Kelek takes damage, Kelek joins the battle, incensed that the characters interrupted him. Kelek has 40 Temporary Hit Points from removing Uni’s horn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
navigation weren’t bad enough, explorers must bring their own provisions into the Mournland, unless they want to risk the danger of ingesting tainted food and water. Terrain Features The Day of
it was; the entire land is a scar left by the catastrophe of the Mourning. Mist Wall. The borders of the Mournland are defined by a wall of thick, gray mist that rises thousands of feet into the air






