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Returning 35 results for 'branch broken diffusing constant relatively'.
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Monsters
Bigby Presents: Glory of the Giants
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their appearance
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
Monsters
Bigby Presents: Glory of the Giants
nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.
Fensirs’ troll ancestry is hardly apparent in their
appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard
Magic Items
Curse of Strahd
Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30
feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
Magic Items
Infernal Machine Rebuild
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
sightings.
Able Scavengers
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that
retaliation usually prevents them from trying to directly harm the gnomes, but they might spit in the milk, balance dishes on tables so they’re easily knocked over and broken, or scatter sewing
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Types of Inquisitive Work Much of the work done by inquisitives is relatively mundane: collecting evidence of marital infidelity, investigating insurance fraud, or finding runaways. Sometimes these
relatively innocent investigations can lead into the shadowy underbelly of society and become more dangerous, but most adventurers prefer the more dangerous kinds of inquisitive work. Your group might
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Types of Inquisitive Work Much of the work done by inquisitives is relatively mundane: collecting evidence of marital infidelity, investigating insurance fraud, or finding runaways. Sometimes these
relatively innocent investigations can lead into the shadowy underbelly of society and become more dangerous, but most adventurers prefer the more dangerous kinds of inquisitive work. Your group might
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Types of Inquisitive Work Much of the work done by inquisitives is relatively mundane: collecting evidence of marital infidelity, investigating insurance fraud, or finding runaways. Sometimes these
relatively innocent investigations can lead into the shadowy underbelly of society and become more dangerous, but most adventurers prefer the more dangerous kinds of inquisitive work. Your group might
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil
makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil
makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gulthias Staff Staff, rare (requires attunement) Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil
makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk. If the staff is broken or burned to ashes, its wood
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
severed from its torso and crudely stitched back on in the wrong arrangement. 15 A half-orc spiked to an enormous tree by the broken-off horn of a triceratops. 16 A gnome, spitted over a burned-out
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
severed from its torso and crudely stitched back on in the wrong arrangement. 15 A half-orc spiked to an enormous tree by the broken-off horn of a triceratops. 16 A gnome, spitted over a burned-out
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
severed from its torso and crudely stitched back on in the wrong arrangement. 15 A half-orc spiked to an enormous tree by the broken-off horn of a triceratops. 16 A gnome, spitted over a burned-out
goblin spears thrust symmetrically through the body. (It was a Red Wizard, judging by the robes. The head is nowhere to be found.) 18 An elf, balanced on a tree branch 40 feet above the ground, arms and
Magic Items
Tasha’s Cauldron of Everything
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
than 3 magic items, you gain 1 level of exhaustion that can’t be removed until you are attuned to three or more magic items.
14
The Claws of Dragotha (broken translucent fang)
1 adult red
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Overview In addition to showing the four levels of the spire, map 2.10 depicts a side view of the spire in its original state and a cross-section showing its current state: broken, mostly
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Overview In addition to showing the four levels of the spire, map 2.10 depicts a side view of the spire in its original state and a cross-section showing its current state: broken, mostly
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Overview In addition to showing the four levels of the spire, map 2.10 depicts a side view of the spire in its original state and a cross-section showing its current state: broken, mostly
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
easily, or the beak (AC 16, 25 hit points) can be broken off by dealing bludgeoning damage to it that reduces it to 0 hit points. If a character’s arm is caught in the beak when the beak is struck, that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
easily, or the beak (AC 16, 25 hit points) can be broken off by dealing bludgeoning damage to it that reduces it to 0 hit points. If a character’s arm is caught in the beak when the beak is struck, that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
17. Hall of the Great Spirits This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to
easily, or the beak (AC 16, 25 hit points) can be broken off by dealing bludgeoning damage to it that reduces it to 0 hit points. If a character’s arm is caught in the beak when the beak is struck, that
Monsters
Fizban's Treasury of Dragons
who will listen to lectures on military history without complaint.
8
An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Last War to the dragonmarked. Just as the kingdom of Galifar shattered into smaller nations, the Last War left the dragonmarked houses broken, unsure of their role in the new world and their ties to
house that is a shadow of its united predecessor, similar in many ways to House Phiarlan. But while spies and assassins are contained within a secret sixth branch of House Phiarlan, separate from the






