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Returning 30 results for 'both biting diffusing crowning rules'.
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Monsters
Bigby Presents: Glory of the Giants
scion of Thrym is altered by the giant’s magic, creating one or more of the following effects:
Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Monsters
Bigby Presents: Glory of the Giants
creatures standing on it.
Regional Effects
The region surrounding a scion of Thrym is altered by the giant’s magic, creating one or more of the following effects:
Biting Chill. Extreme cold
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Species
Fizban's Treasury of Dragons
and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
dark eyes
3
Starkly colored hair
4
An unusual hue tinting your shadow
5
A ghostly halo crowning your head
6
Rainbows gleaming on your skin
Creating Your Character
At
1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Monsters
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair.
Anterior Spires
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
that ascends the mountain to encourage travel to and from the lair.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
. Regional Effects Any of these effects might appear in the area around a white dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Biting Chill. Extreme cold envelops
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
. Regional Effects Any of these effects might appear in the area around a white dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Biting Chill. Extreme cold envelops
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
. Regional Effects Any of these effects might appear in the area around a white dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Biting Chill. Extreme cold envelops
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters corner her, Kettlesteam tells her story in the voice she stole from Candlefoot: Many years ago, she made a fey pact with Zybilna, the archfey who rules the Feywild domain of Prismeer. Recently
steps (see “Tracking Mood” earlier in the chapter). From that point on, Palasha and Candlefoot treat the characters as trusted allies, which could prove useful during the crowning of the Witchlight Monarch, as they both have roles to play in the coronation.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters corner her, Kettlesteam tells her story in the voice she stole from Candlefoot: Many years ago, she made a fey pact with Zybilna, the archfey who rules the Feywild domain of Prismeer. Recently
steps (see “Tracking Mood” earlier in the chapter). From that point on, Palasha and Candlefoot treat the characters as trusted allies, which could prove useful during the crowning of the Witchlight Monarch, as they both have roles to play in the coronation.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters corner her, Kettlesteam tells her story in the voice she stole from Candlefoot: Many years ago, she made a fey pact with Zybilna, the archfey who rules the Feywild domain of Prismeer. Recently
steps (see “Tracking Mood” earlier in the chapter). From that point on, Palasha and Candlefoot treat the characters as trusted allies, which could prove useful during the crowning of the Witchlight Monarch, as they both have roles to play in the coronation.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
suffer biting, bone-chilling cold for most of the year. In deepest winter, the inlets are choked with ice, and fog lingers late into the day, if it breaks at all. Most wear furs to keep out the cold
like any sailor with sense, I’ve avoided the island by a great distance, so I can’t tell you which bloodthirsty knave currently rules the roost. The Whalebones The tiny outcrops that make up the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
suffer biting, bone-chilling cold for most of the year. In deepest winter, the inlets are choked with ice, and fog lingers late into the day, if it breaks at all. Most wear furs to keep out the cold
like any sailor with sense, I’ve avoided the island by a great distance, so I can’t tell you which bloodthirsty knave currently rules the roost. The Whalebones The tiny outcrops that make up the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
suffer biting, bone-chilling cold for most of the year. In deepest winter, the inlets are choked with ice, and fog lingers late into the day, if it breaks at all. Most wear furs to keep out the cold
like any sailor with sense, I’ve avoided the island by a great distance, so I can’t tell you which bloodthirsty knave currently rules the roost. The Whalebones The tiny outcrops that make up the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
attacks of ghouls and ghasts don’t appear to have proficiency bonus added in. Intentional or mistake? Intentional; it’s a ghoul/ghast thing. They’re exceptionally bad at biting, compared to their claw
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
attacks of ghouls and ghasts don’t appear to have proficiency bonus added in. Intentional or mistake? Intentional; it’s a ghoul/ghast thing. They’re exceptionally bad at biting, compared to their claw
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
attacks of ghouls and ghasts don’t appear to have proficiency bonus added in. Intentional or mistake? Intentional; it’s a ghoul/ghast thing. They’re exceptionally bad at biting, compared to their claw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Avernus, is the arrival point for visitors, a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact craters
. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies. The archdevil Zariel rules Avernus, having supplanted her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Avernus, is the arrival point for visitors, a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact craters
. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies. The archdevil Zariel rules Avernus, having supplanted her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
layer of Avernus is the arrival point for visitors to the plane. Avernus is a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and
Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus’s favor and is forced to serve as Zariel’s advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
layer of Avernus is the arrival point for visitors to the plane. Avernus is a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and
Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus’s favor and is forced to serve as Zariel’s advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Avernus, is the arrival point for visitors, a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact craters
. Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies. The archdevil Zariel rules Avernus, having supplanted her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
layer of Avernus is the arrival point for visitors to the plane. Avernus is a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and
Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus’s favor and is forced to serve as Zariel’s advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
features: Set into the alabaster floor is a large symbol in black marble, depicting a winged snake biting a coin. Characters recognize this as the symbol of the Zhentarim. (The coin conceals an alarm
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
features: Set into the alabaster floor is a large symbol in black marble, depicting a winged snake biting a coin. Characters recognize this as the symbol of the Zhentarim. (The coin conceals an alarm
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
features: Set into the alabaster floor is a large symbol in black marble, depicting a winged snake biting a coin. Characters recognize this as the symbol of the Zhentarim. (The coin conceals an alarm
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold






