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Returning 35 results for 'both blessing defense continues rain'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
Slam. Melee weapon attack: -1;{"diceNotation":"1d20-1","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Blessing of Bountiful Generosity (1/day
sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls. Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food
Backgrounds
Sword Coast Adventurer's Guide
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested. The
Magic Items
Mythic Odysseys of Theros
cold damage.
Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
Piety 10+. You can breathe underwater, and you gain a
within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K46. Parapets You stand on a ten-foot-wide walkway that encircles most of the keep. The drizzle of rain continues, punctuated by the occasional clap of thunder or stroke of lightning. Far below these
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K46. Parapets You stand on a ten-foot-wide walkway that encircles most of the keep. The drizzle of rain continues, punctuated by the occasional clap of thunder or stroke of lightning. Far below these
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K46. Parapets You stand on a ten-foot-wide walkway that encircles most of the keep. The drizzle of rain continues, punctuated by the occasional clap of thunder or stroke of lightning. Far below these
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fertile, blessing farmers with bountiful harvests of juicy pomegranates, buttery pistachios, and crimson strands of saffron. Rebellion also flourishes, as the Brightguard has a smaller presence here, and
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The Cassalanters have no desire to kill the characters, even in self-defense. They take great pains to divide and subdue the party with their magic while not inflicting grievous harm. If the
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The Cassalanters have no desire to kill the characters, even in self-defense. They take great pains to divide and subdue the party with their magic while not inflicting grievous harm. If the
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The Cassalanters have no desire to kill the characters, even in self-defense. They take great pains to divide and subdue the party with their magic while not inflicting grievous harm. If the
characters reduce Ammalia to 30 hit points or fewer and Victoro is with her, he banishes her to safety for a few brief moments while he continues fighting. If either Victoro or Ammalia is reduced to 30 hit
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fertile, blessing farmers with bountiful harvests of juicy pomegranates, buttery pistachios, and crimson strands of saffron. Rebellion also flourishes, as the Brightguard has a smaller presence here, and
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fertile, blessing farmers with bountiful harvests of juicy pomegranates, buttery pistachios, and crimson strands of saffron. Rebellion also flourishes, as the Brightguard has a smaller presence here, and
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits
creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits
creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage. Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits
creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defense One hundred trained warriors serve in the town guard. Each of them wears studded leather armor marked with a town guard’s badge — the green reed of Saltmarsh — and is armed with a club while
longswords and heavy crossbows. A militia of five hundred residents can be mustered to take up the defense of the town if it comes under attack. The militia members have undergone minimal training, since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ur’gray (see appendix B). A merrow also under Noska’s command swims beneath the docks. It surfaces to attack when the characters arrive. If the characters come to Grinda’s defense, Noska orders his thugs
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
orphans while doing nothing to remedy the circumstances that made them orphans. It can turn defense of one’s community into xenophobia. It can come to treat the wealthy as moral exemplars and the poor as
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ur’gray (see appendix B). A merrow also under Noska’s command swims beneath the docks. It surfaces to attack when the characters arrive. If the characters come to Grinda’s defense, Noska orders his thugs
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
orphans while doing nothing to remedy the circumstances that made them orphans. It can turn defense of one’s community into xenophobia. It can come to treat the wealthy as moral exemplars and the poor as
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
orphans while doing nothing to remedy the circumstances that made them orphans. It can turn defense of one’s community into xenophobia. It can come to treat the wealthy as moral exemplars and the poor as
’ wrath.
4 The head of a prominent family (noble) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it.
5 A local leader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Ur’gray (see appendix B). A merrow also under Noska’s command swims beneath the docks. It surfaces to attack when the characters arrive. If the characters come to Grinda’s defense, Noska orders his thugs
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Orc
Legacy
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races
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
being able to fly is an incredible gift, and it would be expected for kobolds to interpret the wings as a blessing from Tiamat, ordinary kobolds resent urds and don’t get along with them. Fragments
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Weather. The weather within 6 miles of the dragon’s lair is always sunny and pleasantly warm during the day. Rain falls only at night, and dew waters the ground in the early morning. Unending Rain
. Rain falls constantly within 6 miles of the dragon’s lair, ranging from light drizzle to a drenching downpour, and it lightly or heavily obscures the area. Water Changes A dragon’s presence often
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Weather. The weather within 6 miles of the dragon’s lair is always sunny and pleasantly warm during the day. Rain falls only at night, and dew waters the ground in the early morning. Unending Rain
. Rain falls constantly within 6 miles of the dragon’s lair, ranging from light drizzle to a drenching downpour, and it lightly or heavily obscures the area. Water Changes A dragon’s presence often
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
north of the Spine of the World. The long nights and sunless days are a blessing to Xardorok Sunblight, a duergar who longs to carve out a domain for himself on the surface and enslave the people of Ten
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Weather. The weather within 6 miles of the dragon’s lair is always sunny and pleasantly warm during the day. Rain falls only at night, and dew waters the ground in the early morning. Unending Rain
. Rain falls constantly within 6 miles of the dragon’s lair, ranging from light drizzle to a drenching downpour, and it lightly or heavily obscures the area. Water Changes A dragon’s presence often
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
north of the Spine of the World. The long nights and sunless days are a blessing to Xardorok Sunblight, a duergar who longs to carve out a domain for himself on the surface and enslave the people of Ten
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
north of the Spine of the World. The long nights and sunless days are a blessing to Xardorok Sunblight, a duergar who longs to carve out a domain for himself on the surface and enslave the people of Ten