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Returning 35 results for 'both become diffusing conduits reserves'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone
to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes
Monsters
Quests from the Infinite Staircase
connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils.
Snapper Saw
Snapper saws resemble ordinary bushes
);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Sap Squirt", "rollDamageType":"acid"} acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its
Monsters
Fizban's Treasury of Dragons
and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting
become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who has spent considerable time shaping the pinnacle of the tallest
Monsters
Fizban's Treasury of Dragons
places where natural light can shine on the crystals.
Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Archpriest By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Archpriest By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Archpriest By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reserves the right to resurrect characters as indentured servants to work off the loss. The crew that delivered the battle balloon remain with the ship, though the characters are firmly in charge and
walking robot can be toppled by rough storm winds or damaged by lightning and hail. The area around a teleporting headquarters such as a tavern that lets characters travel to other taverns can become the site of the Six’s airship attack, and so forth.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reserves the right to resurrect characters as indentured servants to work off the loss. The crew that delivered the battle balloon remain with the ship, though the characters are firmly in charge and
walking robot can be toppled by rough storm winds or damaged by lightning and hail. The area around a teleporting headquarters such as a tavern that lets characters travel to other taverns can become the site of the Six’s airship attack, and so forth.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
reserves the right to resurrect characters as indentured servants to work off the loss. The crew that delivered the battle balloon remain with the ship, though the characters are firmly in charge and
walking robot can be toppled by rough storm winds or damaged by lightning and hail. The area around a teleporting headquarters such as a tavern that lets characters travel to other taverns can become the site of the Six’s airship attack, and so forth.
Monsters
Fizban's Treasury of Dragons
veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance
. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail
Monsters
Fizban's Treasury of Dragons
within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic
scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
when it forms must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. Creatures poisoned in this way fall unconscious, but they wake up if they take damage or if another
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
when it forms must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. Creatures poisoned in this way fall unconscious, but they wake up if they take damage or if another
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
when it forms must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. Creatures poisoned in this way fall unconscious, but they wake up if they take damage or if another
causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment
, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cup-shaped purple flowers. Tubules within the plant’s branches connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils
must succeed on a DC 14 Dexterity saving throw or take28 (8d6) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cup-shaped purple flowers. Tubules within the plant’s branches connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils
must succeed on a DC 14 Dexterity saving throw or take28 (8d6) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cup-shaped purple flowers. Tubules within the plant’s branches connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils
must succeed on a DC 14 Dexterity saving throw or take28 (8d6) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends. What’s Old Is New For survivors, any foe might become the
focus of its own horror
adventureDwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends. What’s Old Is New For survivors, any foe might become the
focus of its own horror
adventureDwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends. What’s Old Is New For survivors, any foe might become the
focus of its own horror
adventureDwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a lodestar. The lodestar has become a standard currency accepted in transactions throughout the Outlands. However, the currency isn’t as stable as its prevalence suggests. Due to its reputation for
economic prosperity, Tradegate has become the target of raids, the worst of which is a recurring group of treasure-hungry xorn. Periodically, the voracious Elementals surface in the town, destroying
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a lodestar. The lodestar has become a standard currency accepted in transactions throughout the Outlands. However, the currency isn’t as stable as its prevalence suggests. Due to its reputation for
economic prosperity, Tradegate has become the target of raids, the worst of which is a recurring group of treasure-hungry xorn. Periodically, the voracious Elementals surface in the town, destroying
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a lodestar. The lodestar has become a standard currency accepted in transactions throughout the Outlands. However, the currency isn’t as stable as its prevalence suggests. Due to its reputation for
economic prosperity, Tradegate has become the target of raids, the worst of which is a recurring group of treasure-hungry xorn. Periodically, the voracious Elementals surface in the town, destroying
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits
treatment, and as a result they occupy most of the leadership positions in hobgoblin society. The noses of all hobgoblins become more colorful when they are enraged or excited, much the way that humans
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other peoples. Hobgoblins have little appreciation or patience for art. They leave little space for joy or leisure in their lives, and thus have no reserves of faith to call upon when in dire straits
treatment, and as a result they occupy most of the leadership positions in hobgoblin society. The noses of all hobgoblins become more colorful when they are enraged or excited, much the way that humans






