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Returning 35 results for 'boulders bring diffusing continue return'.
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Spells
Player’s Handbook
you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or
until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
Beast Sense
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Spells
Player’s Handbook (2014)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to
return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Magic Items
Mythic Odysseys of Theros
When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.
You’re under the following effects while in
Strength, Dexterity, and Constitution saving throws.
Limitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor.
Monsters
Bigby Presents: Glory of the Giants
, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Monsters
Bigby Presents: Glory of the Giants
of 4 or lower, the fensir has no more boulders to throw.Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by
Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental
Monsters
Curse of Strahd
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Monsters
Baldur’s Gate: Descent into Avernus
, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as
many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible.
If Arkhan finds himself overwhelmed
Monsters
Tomb of Annihilation
city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N’baza, an
Lugg.
Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the
Orc
Legacy
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races
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, particularly anything colorful and lively to gaze at after they return to the gloom of the Shadowfell.
Shadar-kai
In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen
the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen’s gloomy castle.NecroticShadow Jump. The shadar-kai teleports, along with any
Monsters
Eberron: Rising from the Last War
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
cities, the hatred against warforged and Cyran refugees, the calls for a return to war — all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
Monsters
Fizban's Treasury of Dragons
insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech&rdquo
enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Dragon Turtle
Monsters
Fizban's Treasury of Dragons
visitors the vastness of my domain, so they appreciate how insignificant they are.
5
I attack anyone I notice taking from the sea’s bounty without offering something in return.
6
I think
relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Young Dragon Turtle Connections
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
normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and
Backgrounds
Baldur’s Gate: Descent into Avernus
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of communication with Flaming Fist officers and
other soldiers. You can also pass through the city’s gates without question — although you can’t bring guests into the Upper City as a member of the Watch might. Additionally, you&rsquo
Bugbear
Legacy
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races
Volo's Guide to Monsters
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
instead of killing them, he showed mercy and even honored them in a way by setting them free — under his control — so that bugbears could continue to employ their talents against his enemies
Backgrounds
Guildmasters’ Guide to Ravnica
stench.
Suggested Characteristics
Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others
.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Stoicism. All of us are part of the cyclical march of nature, which will continue with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters when they return to this cave. Otherwise, the creatures remain motionless and pose no danger. If provoked into attacking, the galeb duhr animate boulders. The galeb duhr and their boulders can
11. The Glittering Caverns of Jarûk the Prismatic These crystal-lined caves are home to a dao and its minions. 11a. Fortune Favors the Boulders Columns and Crystals. Two columns of rock support the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters when they return to this cave. Otherwise, the creatures remain motionless and pose no danger. If provoked into attacking, the galeb duhr animate boulders. The galeb duhr and their boulders can
11. The Glittering Caverns of Jarûk the Prismatic These crystal-lined caves are home to a dao and its minions. 11a. Fortune Favors the Boulders Columns and Crystals. Two columns of rock support the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters when they return to this cave. Otherwise, the creatures remain motionless and pose no danger. If provoked into attacking, the galeb duhr animate boulders. The galeb duhr and their boulders can
11. The Glittering Caverns of Jarûk the Prismatic These crystal-lined caves are home to a dao and its minions. 11a. Fortune Favors the Boulders Columns and Crystals. Two columns of rock support the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
feet deep, but the bottom is not visible through the murk. Four of the five stepstones are boulders sunk deep in the mire. The middle stepstone is actually the top of a galeb duhr. If someone steps on it
Hobgoblin
Legacy
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races
Volo's Guide to Monsters
will result in death if the act will bring glory to the banner or the legion.
Honor the Gods. Hobgoblins give regular recognition to the deities left to them after Maglubiyet’s conquest. Idols
pride. Such a feud can continue over generations in an ongoing cycle of retribution. Each legion has a list of grievances against any others it knows about, and any legions meeting for the first time view
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
17. Old Streambed The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16. This passageway is barely four feet high and is
obstructed by rounded boulders and pebbles. It might have been a streambed, though no water flows here now.
The dwarves diverted the stream into the channel leading to area 12 to drive the waterwheel in the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Champions of Rock Throwing Giants have a well-deserved reputation as living siege engines — all of them can hurl boulders with accuracy across great distances. Rock throwing — for battle, hunting
strategy of picking up a rock and letting it fly. Few activities, in fact, seem to give them as much satisfaction as the simple act of tossing boulders. Most of the games that giants play involve
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Champions of Rock Throwing Giants have a well-deserved reputation as living siege engines — all of them can hurl boulders with accuracy across great distances. Rock throwing — for battle, hunting
strategy of picking up a rock and letting it fly. Few activities, in fact, seem to give them as much satisfaction as the simple act of tossing boulders. Most of the games that giants play involve
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Champions of Rock Throwing Giants have a well-deserved reputation as living siege engines — all of them can hurl boulders with accuracy across great distances. Rock throwing — for battle, hunting
strategy of picking up a rock and letting it fly. Few activities, in fact, seem to give them as much satisfaction as the simple act of tossing boulders. Most of the games that giants play involve
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Resolving the Character Hooks If the characters return to Blasingdell, their fame as adventurers spreads. Townsfolk hail them on the street, and some might approach them with problems that can lead
to further adventures. The characters can continue to use the town as a base of operations. Other developments depend on what got them here and how they leave. Follow the Map While the characters are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Galeb Duhr The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered
Plane, so that when it dies, it doesn’t return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn’t regard as






