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Returning 35 results for 'breaking before diffusing candles region'.
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Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
storm.A Quintessent's Lair
A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
3 Candles 4 Cartwheels 5 Costumes 6 Dolls 7 Fresh meat 8 Furniture 9 Games 10 Glass 11 Hats 12 Hunting traps 13 Locks and keys 14 Musical instruments 15 Pets 16 Pots 17 Rations 18 Rings 19 Umbrellas 20 Wine
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
3 Candles 4 Cartwheels 5 Costumes 6 Dolls 7 Fresh meat 8 Furniture 9 Games 10 Glass 11 Hats 12 Hunting traps 13 Locks and keys 14 Musical instruments 15 Pets 16 Pots 17 Rations 18 Rings 19 Umbrellas 20 Wine
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
3 Candles 4 Cartwheels 5 Costumes 6 Dolls 7 Fresh meat 8 Furniture 9 Games 10 Glass 11 Hats 12 Hunting traps 13 Locks and keys 14 Musical instruments 15 Pets 16 Pots 17 Rations 18 Rings 19 Umbrellas 20 Wine
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
you wish. In the affected area, certain effects and brief encounters reinforce an underlying theme. These effects occur as characters traverse an influenced region or add interest to a specific
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
you wish. In the affected area, certain effects and brief encounters reinforce an underlying theme. These effects occur as characters traverse an influenced region or add interest to a specific
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
you wish. In the affected area, certain effects and brief encounters reinforce an underlying theme. These effects occur as characters traverse an influenced region or add interest to a specific
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Speak with Small Beasts trait common among forest gnomes.
Guide. You and your companions receive help from a guide who can guarantee safe passage through a particular region of the Feywild (such as
(requiring you to choose a new one for yourself) Breaking a Contract The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Speak with Small Beasts trait common among forest gnomes.
Guide. You and your companions receive help from a guide who can guarantee safe passage through a particular region of the Feywild (such as
(requiring you to choose a new one for yourself) Breaking a Contract The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Speak with Small Beasts trait common among forest gnomes.
Guide. You and your companions receive help from a guide who can guarantee safe passage through a particular region of the Feywild (such as
(requiring you to choose a new one for yourself) Breaking a Contract The Feywild can punish a creature for breaking a fey contract, but the creature must be on the plane to be affected. The penalty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Animated Staff Light. Wax candles in stone holders light the room.
Furnishings. In the middle of the room, a wooden chair faces a small wooden table upon which rests a game board topped with
Strength (Athletics) check. Breaking the staff in this manner destroys it. Treasure The game on the table is called Coroniir, more commonly known as crowns. A game of strategy like chess, it enables
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is lit by magic candles and floored in black stone, engraved and inlaid with magical diagrams in silver and gold. A female drow stands in the center of one magic circle, hands resting on her hips
useful, claiming to have been trapped in the circle by the archmage after failing to convince Gromph not to cast his spell (a lie). The demon tries to get the characters to free it by breaking the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Animated Staff Light. Wax candles in stone holders light the room.
Furnishings. In the middle of the room, a wooden chair faces a small wooden table upon which rests a game board topped with
Strength (Athletics) check. Breaking the staff in this manner destroys it. Treasure The game on the table is called Coroniir, more commonly known as crowns. A game of strategy like chess, it enables
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is lit by magic candles and floored in black stone, engraved and inlaid with magical diagrams in silver and gold. A female drow stands in the center of one magic circle, hands resting on her hips
useful, claiming to have been trapped in the circle by the archmage after failing to convince Gromph not to cast his spell (a lie). The demon tries to get the characters to free it by breaking the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Animated Staff Light. Wax candles in stone holders light the room.
Furnishings. In the middle of the room, a wooden chair faces a small wooden table upon which rests a game board topped with
Strength (Athletics) check. Breaking the staff in this manner destroys it. Treasure The game on the table is called Coroniir, more commonly known as crowns. A game of strategy like chess, it enables
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is lit by magic candles and floored in black stone, engraved and inlaid with magical diagrams in silver and gold. A female drow stands in the center of one magic circle, hands resting on her hips
useful, claiming to have been trapped in the circle by the archmage after failing to convince Gromph not to cast his spell (a lie). The demon tries to get the characters to free it by breaking the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Quintessent’s Lair A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Quintessent’s Lair A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Quintessent’s Lair A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
slits are set into the west wall, and a small fireplace stands to the north. Several tables crowd the room, all covered with sheaves of paper, quills, ink pots, candles, and a few bound books. Numerous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
slits are set into the west wall, and a small fireplace stands to the north. Several tables crowd the room, all covered with sheaves of paper, quills, ink pots, candles, and a few bound books. Numerous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
slits are set into the west wall, and a small fireplace stands to the north. Several tables crowd the room, all covered with sheaves of paper, quills, ink pots, candles, and a few bound books. Numerous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, which might be cheaper than buying the items individually.
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10
Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, which might be cheaper than buying the items individually.
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10
Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, which might be cheaper than buying the items individually.
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10
Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above the common room provides additional light from its tall candles. Hanging over the fireplace is a portrait of three children, two female and one male. The male is clearly a young Omin Dran.
Next
nearly to the breaking point. K’thriss Drow’b has a neat room decorated in black and purple, a crystal ball that displays only a haze of smoke, and a collection of strange purple rocks. Walnut Dankgrass’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). A Small character can squeeze into the elevator box with a successful DC 10 Dexterity (Acrobatics) check. The dumbwaiter’s rope-and-pulley mechanism can support 200 pounds of weight before breaking
, their candles lit. D34: Cult Leaders’ Quarters This room contains a wood-framed bed with a feather mattress, a wardrobe containing several robes, a pair of iron candlesticks, and an open crate containing
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
desks. Characters who search the desks’ drawers find four wooden scroll tubes (each small enough to be tied to a falcon’s leg), two sets of Calligrapher’s Supplies, and two Candles. M7: Hospital This
from this office. Desk. Characters who search the desk’s drawers find the following items: Two Candles One bottle of Ink One Ink Pen Ten sheets of Parchment Wall Carving. The carving on the eastern
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
desks. Characters who search the desks’ drawers find four wooden scroll tubes (each small enough to be tied to a falcon’s leg), two sets of Calligrapher’s Supplies, and two Candles. M7: Hospital This
from this office. Desk. Characters who search the desk’s drawers find the following items: Two Candles One bottle of Ink One Ink Pen Ten sheets of Parchment Wall Carving. The carving on the eastern
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above the common room provides additional light from its tall candles. Hanging over the fireplace is a portrait of three children, two female and one male. The male is clearly a young Omin Dran.
Next
nearly to the breaking point. K’thriss Drow’b has a neat room decorated in black and purple, a crystal ball that displays only a haze of smoke, and a collection of strange purple rocks. Walnut Dankgrass’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above the common room provides additional light from its tall candles. Hanging over the fireplace is a portrait of three children, two female and one male. The male is clearly a young Omin Dran.
Next
nearly to the breaking point. K’thriss Drow’b has a neat room decorated in black and purple, a crystal ball that displays only a haze of smoke, and a collection of strange purple rocks. Walnut Dankgrass’s






