Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both blast draw continue release'.
Other Suggestions:
both beast drow continue released
both black dark continue relate
both beast drow continue relate
both beast dark continue released
both black drow continue released
Monsters
Bigby Presents: Glory of the Giants
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault.Cold, PoisonFire
Species
Eberron: Rising from the Last War
cure. When equipped with dragonshard focus items, the mark can even draw the dead back from the depths of Dolurrh.
House Jorasco
Leader: Ulara d’Jorasco
Headquarters: Vedkyar Enclave (Vedykar
prosperity of the house, so they can continue to help future generations.
While the public face of Jorasco is that of the healer, there are rumors that the house engaged in disturbing experiments
Monsters
Van Richten’s Guide to Ravenloft
Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Monsters
Van Richten’s Guide to Ravenloft
":"Poisonous Limb","rollDamageType":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex
Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage
Monsters
Van Richten’s Guide to Ravenloft
turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15
Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a
Classes
Tasha’s Cauldron of Everything
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as
the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there
Classes
Tasha’s Cauldron of Everything
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as
the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there
Magic Items
The Book of Many Things
deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a range of 30 feet. On a hit, it deals 1d4
blast. The target and each creature within 5 feet of it take 1d6 force damage and must succeed on a DC 15 Strength saving throw or have the prone condition.
Monsters
Van Richten’s Guide to Ravenloft
":"poison"} poison damage and be poisoned until the end of its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in
a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic
Monsters
Van Richten’s Guide to Ravenloft
its next turn.
Hex Blast (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Hex Blast"}. The horror expels necrotic energy in a 30-foot cone. Each creature in that area must
make a DC 15 Constitution saving throw, taking 45 (7d12);{"diceNotation":"7d12","rollType":"damage","rollAction":"Hex Blast","rollDamageType":"necrotic"} necrotic damage on a failed save, or half as
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
, but enough to make the caster take notice.
A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Monsters
Icewind Dale: Rime of the Frostmaiden
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
good, or a battle averted that spared hundreds from death was ultimately the first step in an overlord’s release. (For instance, a soldier who was otherwise fated to die in the battle that was avoided
goes on to tempt a good-hearted priest into becoming corrupted.) In the years since the Thronehold Accords, the Lords of Dust continue on as they ever have, advancing one small step at a time.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
the ground and the oceans of the world. After the astral seeds take root, they produce enormous crystalline vines. The tendrils of these vines extend deep into the world and draw life energy from it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Adventure Situations You can use the Planar Adventure Situations table instead of the tables in the “Adventure Situations by Level” section in chapter 4 to inspire adventures that draw
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the result of a century of extensive use of war magic. If the nations continue to use these magics, the Mourning will expand. The dragonmarked House Cannith made a fortune selling magical weapons to
recovered and refined, it could produce a terrifying weapon. The Mourning was triggered by the release of an ancient demon overlord trapped since the dawn of time. This mighty fiend is lurking in the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Brain in a Jar A brain in a jar is the undead consciousness of a sapient creature, kept alive by magical means. Some brains in jars take up that state willingly to continue the work they did in life
/day each: charm person, command, hold person
1/day each: compulsion, hold monster, sleep (cast at 3rd level), Tasha’s hideous laughter
Actions
Mind Blast (Recharge 5-6). The brain in a jar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lords continue this practice. Overall, Darguun is a nation that is still finding its identity—a kingdom that seeks to be more than a seized territory. The goblins carry the legacy of a mighty
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
real-world playing cards can simulate the deck). As an action, you can draw a random card from this deck and throw it to make a ranged spell attack, using Dexterity for the attack roll. The card has a
and must succeed on a DC 15 Constitution saving throw or have the restrained condition until the end of your next turn. 4 ♠ (Swords) The card unleashes a sharp, concussive blast. The target and each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
release him if they so desire. If Xarann A’Daragon (see area 17d) is with the party, he questions Tazirahc to make sure he didn’t divulge any compromising information. If the characters haven’t met
Xarann yet, Tazirahc is determined to find him once he is released. Tazirahc rewards his liberators by sharing one Undermountain secret with them; draw a card from the Secrets Deck (see appendix C) to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
violent actions such as damming a river, clear-cutting a forest, or slaughtering pixies draw the Gardener’s ire. The Gardener demands an explanation for transgressions worthy of their attention, and if
amend their behavior. If the characters continue to be a problem, the Gardener forcibly ejects them from the garden, teleporting the characters to the mouth of the Cave of Echoes. If the characters later return to the garden, its residents advise them to tread lightly.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning
legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their
to avoid harm, re-forming at a distance to continue its assault. Frostmourn Huge Undead, Typically Neutral Evil
Armor Class 13 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attract enemies and draw the foes into greater danger, which can be especially effective if the invaders have made camp, are injured, or are otherwise compromised (such as having to move by climbing
obvious places as false “treasure,” prompting intruders to open the container and release a swarm. In a combat involving large numbers of kobolds (such as ten or more), consider spreading out their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
some onlookers may agree, no one is fool enough to draw attention to themself by openly supporting either side. While the speaker shouts, five members of the Brightguard (use the guard stat block) move
a member of the Brightguard is a serious offense, a fact nearby locals warn the characters of if they draw their weapons. The characters might also choose to avoid getting involved, as do most of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 18: Void The Void card is perhaps the most dreaded draw from a Deck of Many Things. The individual who draws this card is consigned to a terrible fate: their body collapses while their soul
for the player to continue playing their original character on a desperate quest to rescue their own soul.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
locations of all nine spirit mounds. He can take an hour to draw a crude map that shows where the spirit mounds are located relative to key landmarks and terrain features. He doesn’t know what relics are
. The conch you seek is close to her.”
“The great river” refers to the Dessarin River. The hill giant den lies along one of its eastern tributaries. When the characters are ready to head there, continue
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers
the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result. The results of these tables are meant to be broad, so feel free to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
speak that language, it switches to Elvish, and if no one responds again, it tries heavily accented, pidgin Common. It assures them that they are on the right track, and they must continue following the
believes that a wizard somewhere can release him from the curse, but wherever he goes, people try to kill him for his golden coat. If the characters allow him to accompany them and protect him, he
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
speak that language, it switches to Elvish, and if no one responds again, it tries heavily accented, pidgin Common. It assures them that they are on the right track, and they must continue following the
. He believes that a wizard somewhere can release him from the curse, but wherever he goes, people try to kill him for his golden coat. If the characters allow him to accompany them and protect him, he
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vast open grave. In that horrific landscape, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Magical effects continue to rain upon the land as storms that
never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. And angry ghosts continue to fight
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The characters can retreat away from the sounds of combat, but doing so means backtracking for six miles to find another route. If they continue ahead, they are confronted with a grisly scene. Though
, feasting on the goristro’s corpse. If the characters want to continue forward, the gnolls and hyenas need to be dealt with. Alternatively, if the characters are indecisive or spend too long debating the






