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Returning 35 results for 'bottom burns diffusing claim repeats'.
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Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Monsters
Mordenkainen's Fiendish Folio Volume 1
and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason
, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers
Spells
Elemental Evil Player's Companion
save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the
target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Monsters
Mordenkainen's Fiendish Folio Volume 1
norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries.
Nasty, Brutish
, and Short. Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and
Backgrounds
Guildmasters’ Guide to Ravnica
concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
Monsters
Planescape: Adventures in the Multiverse
":"damage", "rollAction":"Inhibitory Spray", "rollDamageType":"acid"} acid damage and has the paralyzed condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending
claim. On the rare occasions that shators find themselves on the Material Plane, they manipulate mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target
sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
5
An adult deep dragon craves the knowledge stored in an aboleth;aboleth's nearby lair.
6
A spirit naga desperately wants to claim the key to a mysterious underground door from the hoard
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
who can’t prove they are who they claim to be. Characters who don’t want to be attacked must succeed on one of the following checks: A DC 10 Charisma (Deception) check to trick the gnomes into thinking
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cockatrice Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts. Cockatrice Small Monstrosity, Unaligned
AC 11 Initiative +1 (11)
HP 22 (5d6 + 5
repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours.
Daren Bader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
moon. Darkness claim this dungeon and all that dwell within.” Knowing that the ritual in area 10 must not be disturbed, the cultists do everything they can to prevent the doors to that area from being
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
moon. Darkness claim this dungeon and all that dwell within.” Knowing that the ritual in area 10 must not be disturbed, the cultists do everything they can to prevent the doors to that area from being
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cockatrice Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts. Cockatrice Small Monstrosity, Unaligned
AC 11 Initiative +1 (11)
HP 22 (5d6 + 5
repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours.
Daren Bader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
moon. Darkness claim this dungeon and all that dwell within.” Knowing that the ritual in area 10 must not be disturbed, the cultists do everything they can to prevent the doors to that area from being
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
who can’t prove they are who they claim to be. Characters who don’t want to be attacked must succeed on one of the following checks: A DC 10 Charisma (Deception) check to trick the gnomes into thinking
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cockatrice Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts. Cockatrice Small Monstrosity, Unaligned
AC 11 Initiative +1 (11)
HP 22 (5d6 + 5
repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition, instead of the Restrained condition, for 24 hours.
Daren Bader
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their deaths on harpies’ vicious claws or amid natural perils. Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as
and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their deaths on harpies’ vicious claws or amid natural perils. Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as
and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their deaths on harpies’ vicious claws or amid natural perils. Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as
and repeats the save at the end of each of its turns. While Charmed, the target has the Incapacitated condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
who can’t prove they are who they claim to be. Characters who don’t want to be attacked must succeed on one of the following checks: A DC 10 Charisma (Deception) check to trick the gnomes into thinking
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
again and again, and the trapped creature seems helpless to stop it.
Long ago, Bel imprisoned a rival pit fiend named Shummrath at the bottom of this deep chasm. Over the years, Shummrath has been
communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
again and again, and the trapped creature seems helpless to stop it.
Long ago, Bel imprisoned a rival pit fiend named Shummrath at the bottom of this deep chasm. Over the years, Shummrath has been
communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
again and again, and the trapped creature seems helpless to stop it.
Long ago, Bel imprisoned a rival pit fiend named Shummrath at the bottom of this deep chasm. Over the years, Shummrath has been
communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Death Dog Two-Headed Spreader of Disease Habitat: Desert; Treasure: None Daren Bader ...and his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders
normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Death Dog Two-Headed Spreader of Disease Habitat: Desert; Treasure: None Daren Bader ...and his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders
normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the following boxed text to the players when the characters enter the Bleeding Citadel: A bright white light burns away the blood and grit staining your clothes. Restorative energy brings life to numb
, “The hero who becomes one with this blade exists no longer.” The characters can’t claim the sword until they complete the Idyllglen memory (see “Idyllglen” below).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the following boxed text to the players when the characters enter the Bleeding Citadel: A bright white light burns away the blood and grit staining your clothes. Restorative energy brings life to numb
, “The hero who becomes one with this blade exists no longer.” The characters can’t claim the sword until they complete the Idyllglen memory (see “Idyllglen” below).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Death Dog Two-Headed Spreader of Disease Habitat: Desert; Treasure: None Daren Bader ...and his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders
normal when finishing a Long Rest, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The Poisoned target’s Hit Point maximum decreases by 5 (1d10).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the following boxed text to the players when the characters enter the Bleeding Citadel: A bright white light burns away the blood and grit staining your clothes. Restorative energy brings life to numb
, “The hero who becomes one with this blade exists no longer.” The characters can’t claim the sword until they complete the Idyllglen memory (see “Idyllglen” below).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth of 30 feet. Lurking in the muddy water at the bottom of the cave is a trained hydra. The hydra refrains from announcing its presence or attacking until such time as Kuketh orders it to rise and
quietly ruminates on its troubles. The slaad communicates with strangers using telepathy and is willing to negotiate with characters who claim to be enemies of the Ssethian Scourges. A mercurial creature






