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Returning 35 results for 'breaks blazing diffusing chasing released'.
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Classes
Player’s Handbook
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
smaller.
Blazing Edict (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Blazing Edict"}. Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in
and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.
Inevitables care nothing for
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four
adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage
magic-items
Dungeon Master’s Guide
to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
holding or wearing it. In that instant, the shard solitaire becomes a flawed, nonmagical diamond worth 500 gp, and all the creatures and extradimensional energy contained within it are released at
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shiny dorsal ridge breaks the snow’s surface.
Vorryn and Dredavex released a hostile bulette into the wild after the crash because they didn’t want to feed it. They have no control over the creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shiny dorsal ridge breaks the snow’s surface.
Vorryn and Dredavex released a hostile bulette into the wild after the crash because they didn’t want to feed it. They have no control over the creature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
shiny dorsal ridge breaks the snow’s surface.
Vorryn and Dredavex released a hostile bulette into the wild after the crash because they didn’t want to feed it. They have no control over the creature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tyrant’s Escape If the party communicated with Dalk Dranzorg during the séances, the adventure’s climax unfolds as follows. Dranzorg Released. After the house wakes, Dalk Dranzorg can be released as
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tyrant’s Escape If the party communicated with Dalk Dranzorg during the séances, the adventure’s climax unfolds as follows. Dranzorg Released. After the house wakes, Dalk Dranzorg can be released as
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Tyrant’s Escape If the party communicated with Dalk Dranzorg during the séances, the adventure’s climax unfolds as follows. Dranzorg Released. After the house wakes, Dalk Dranzorg can be released as
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dripping with blood (see “Regional Effects”). These duergar have orders to deliver adventurers to Valtagar Steelshadow unharmed. If a fight breaks out, they use Enlarge and defend themselves. If the
battle goes poorly for them, the duergar turn invisible, retreat, and report to Valtagar in area 15. Remorhaz Released here by Halaster, this remorhaz creeps up on the characters and attacks. There is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dripping with blood (see “Regional Effects”). These duergar have orders to deliver adventurers to Valtagar Steelshadow unharmed. If a fight breaks out, they use Enlarge and defend themselves. If the
battle goes poorly for them, the duergar turn invisible, retreat, and report to Valtagar in area 15. Remorhaz Released here by Halaster, this remorhaz creeps up on the characters and attacks. There is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dripping with blood (see “Regional Effects”). These duergar have orders to deliver adventurers to Valtagar Steelshadow unharmed. If a fight breaks out, they use Enlarge and defend themselves. If the
battle goes poorly for them, the duergar turn invisible, retreat, and report to Valtagar in area 15. Remorhaz Released here by Halaster, this remorhaz creeps up on the characters and attacks. There is a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
released. To let go of the stone willingly, the creature must be the target of magic that removes a curse or breaks an enchantment. If the creature dances for a number of minutes equal to its
destroyed, the altar stops spinning and the character is released. The gem is a cursed stone, but it appears to be a jewel of value, and it can be pried from the altar. If the gem comes in contact
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
released. To let go of the stone willingly, the creature must be the target of magic that removes a curse or breaks an enchantment. If the creature dances for a number of minutes equal to its
destroyed, the altar stops spinning and the character is released. The gem is a cursed stone, but it appears to be a jewel of value, and it can be pried from the altar. If the gem comes in contact
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
released. To let go of the stone willingly, the creature must be the target of magic that removes a curse or breaks an enchantment. If the creature dances for a number of minutes equal to its
destroyed, the altar stops spinning and the character is released. The gem is a cursed stone, but it appears to be a jewel of value, and it can be pried from the altar. If the gem comes in contact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano
power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it. Magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools
chasing after rumors and plundering old vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it. When you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
.
Over the decades, millions of people have played D&D, and scores of writers, game designers, and artists have made their mark on it through its various editions. When our team released the current
rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!
—Jeremy Crawford
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
.
Over the decades, millions of people have played D&D, and scores of writers, game designers, and artists have made their mark on it through its various editions. When our team released the current
rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!
—Jeremy Crawford
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
.
Over the decades, millions of people have played D&D, and scores of writers, game designers, and artists have made their mark on it through its various editions. When our team released the current
rules that serve your fun, and always follow your group’s bliss. So many people have been enjoying the magic of D&D for half a century. Let’s keep it blazing for another 50 years!
—Jeremy Crawford
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an
marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an
marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6). Arcane energy
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
Blazing Edict (Recharge 5–6). Arcane energy






