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Returning 35 results for 'brazier blue diffusing composed reborn'.
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Monsters
Eberron: Rising from the Last War
and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide
range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.
The Power of Pleasure
Monsters
Icewind Dale: Rime of the Frostmaiden
Aura deals an extra 10 cold damage until the end of her next turn.
Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Icewind Dale: Rime of the Frostmaiden
form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
rim of the brazier is carved with seven cup-shaped indentations spaced evenly around the circumference. Within each indentation is a spherical stone, twice the diameter of a human eyeball and made of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frostbite to ravage their faces and bodies to prove their devotion. As a reward for their fealty and their willingness to suffer the cold, the Frostmaiden gave these mad servants a stone brazier that
emits a cold, blue flame. As long as the flame burns, the berserkers can’t be killed inside their lair (see area Q5). The berserkers share their cave with two white dragon wyrmlings, which hatched from
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
characters arrive in the brazier shown on the map. The brazier’s portal works the same way as the portal in the high altar. Stacey Allan & Will Doyle Map 1.2: Primordial Nexus Primordial Nexus
and spews ashes; the southeast glows violet and bubbles with slimy goop; the southwest glows blue and blasts icy snow; and the northwest glows red and burbles with lava. Lumpy figures writhe near the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
characters arrive in the brazier shown on the map. The brazier’s portal works the same way as the portal in the high altar. Stacey Allan & Will Doyle Map 1.2: Primordial Nexus Primordial Nexus
and spews ashes; the southeast glows violet and bubbles with slimy goop; the southwest glows blue and blasts icy snow; and the northwest glows red and burbles with lava. Lumpy figures writhe near the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
characters arrive in the brazier shown on the map. The brazier’s portal works the same way as the portal in the high altar. Stacey Allan & Will Doyle Map 1.2: Primordial Nexus Primordial Nexus
and spews ashes; the southeast glows violet and bubbles with slimy goop; the southwest glows blue and blasts icy snow; and the northwest glows red and burbles with lava. Lumpy figures writhe near the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
The red mirror on the eastern wall seems to be composed of fiery glass and
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
The red mirror on the eastern wall seems to be composed of fiery glass and
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
The red mirror on the eastern wall seems to be composed of fiery glass and
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a creature in area E6) or by using a knock spell or similar magic. E3. Marble Gazebo In the middle of the gazebo sits an unlit stone brazier, its bowl twenty inches in diameter. The brazier is full of
snow and pine needles that the winds have swept away from the gazebo’s polished marble floor.
The brazier is adhered to the marble floor and can’t be budged. When a pinecone, a twig, a feather, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a creature in area E6) or by using a knock spell or similar magic. E3. Marble Gazebo In the middle of the gazebo sits an unlit stone brazier, its bowl twenty inches in diameter. The brazier is full of
snow and pine needles that the winds have swept away from the gazebo’s polished marble floor.
The brazier is adhered to the marble floor and can’t be budged. When a pinecone, a twig, a feather, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is bathed in flickering blue light. The light’s source is a blue flame crackling in a stone brazier that stands against the far wall. The white smoke that rises above it coalesces every few seconds
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a creature in area E6) or by using a knock spell or similar magic. E3. Marble Gazebo In the middle of the gazebo sits an unlit stone brazier, its bowl twenty inches in diameter. The brazier is full of
snow and pine needles that the winds have swept away from the gazebo’s polished marble floor.
The brazier is adhered to the marble floor and can’t be budged. When a pinecone, a twig, a feather, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is bathed in flickering blue light. The light’s source is a blue flame crackling in a stone brazier that stands against the far wall. The white smoke that rises above it coalesces every few seconds
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of incense in each brazier fill the room with a pungent but pleasant aroma.
The rakshasa is bound to these boudoirs and can’t travel beyond area 39, even through the use of spells, as long as the
be playing by itself.
Dancers. Waltzing about the room are a resplendently dressed man and woman. The man wears a gold ruffled shirt and blue trousers, while the woman wears a ruffled blue ball
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of incense in each brazier fill the room with a pungent but pleasant aroma.
The rakshasa is bound to these boudoirs and can’t travel beyond area 39, even through the use of spells, as long as the
be playing by itself.
Dancers. Waltzing about the room are a resplendently dressed man and woman. The man wears a gold ruffled shirt and blue trousers, while the woman wears a ruffled blue ball
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is bathed in flickering blue light. The light’s source is a blue flame crackling in a stone brazier that stands against the far wall. The white smoke that rises above it coalesces every few seconds
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of incense in each brazier fill the room with a pungent but pleasant aroma.
The rakshasa is bound to these boudoirs and can’t travel beyond area 39, even through the use of spells, as long as the
be playing by itself.
Dancers. Waltzing about the room are a resplendently dressed man and woman. The man wears a gold ruffled shirt and blue trousers, while the woman wears a ruffled blue ball
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. Unseen Hunters. Composed of decaying leaves, vines, roots
creature engulfed at a time.
Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. Unseen Hunters. Composed of decaying leaves, vines, roots
creature engulfed at a time.
Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. Unseen Hunters. Composed of decaying leaves, vines, roots
creature engulfed at a time.
Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
goals are self-serving, not actively malicious. Because the pack originally resided in the nation of Amn, their humanoid forms have dusky brown skin, brown or blue eyes, and varying shades of brown
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
goals are self-serving, not actively malicious. Because the pack originally resided in the nation of Amn, their humanoid forms have dusky brown skin, brown or blue eyes, and varying shades of brown
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
goals are self-serving, not actively malicious. Because the pack originally resided in the nation of Amn, their humanoid forms have dusky brown skin, brown or blue eyes, and varying shades of brown
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the sea elves they learn were captured in the “C: Blue Phoenix Shrine” section. Alternatively, if the characters are defeated by Dragon Army soldiers, they’re brought here as prisoners. Approaching the
center of a muddy lake. The camp is ringed by immense bone spurs, with makeshift wooden walls between. A wooden palisade surrounds a camp composed of tents, huts, and a crooked watchtower. Dozens of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the sea elves they learn were captured in the “C: Blue Phoenix Shrine” section. Alternatively, if the characters are defeated by Dragon Army soldiers, they’re brought here as prisoners. Approaching the
center of a muddy lake. The camp is ringed by immense bone spurs, with makeshift wooden walls between. A wooden palisade surrounds a camp composed of tents, huts, and a crooked watchtower. Dozens of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the sea elves they learn were captured in the “C: Blue Phoenix Shrine” section. Alternatively, if the characters are defeated by Dragon Army soldiers, they’re brought here as prisoners. Approaching the
center of a muddy lake. The camp is ringed by immense bone spurs, with makeshift wooden walls between. A wooden palisade surrounds a camp composed of tents, huts, and a crooked watchtower. Dozens of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
Great Worm. The Frost Hills, a small southern spike of the Spine of the
the Uthgardt tribes today.
Blue Bear. The easternmost of the Uthgardt are the Blue Bear — thought destroyed more than a century ago — who have recently emerged from inside the High Forest and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
Great Worm. The Frost Hills, a small southern spike of the Spine of the
the Uthgardt tribes today.
Blue Bear. The easternmost of the Uthgardt are the Blue Bear — thought destroyed more than a century ago — who have recently emerged from inside the High Forest and






