Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'breeze been diffusing contact retreated'.
Other Suggestions:
breeze been diffusing conduct retreats
breeze been diffusing contacts retreats
breeze been diffusing constant retreats
breeze been diffusing content retreats
breeze been diffusing contrast retreats
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and
magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is
Monsters
Icewind Dale: Rime of the Frostmaiden
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
Monsters
Icewind Dale: Rime of the Frostmaiden
, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the
weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to
Backgrounds
Guildmasters’ Guide to Ravnica
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
members are former members of other guilds.
Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.
Simic Contacts
d8
Contact
1
Monsters
Icewind Dale: Rime of the Frostmaiden
frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
easier time identifying. For example, each pair of unicorns might have names that are synonymous with each other, such as Jolly/Merry (M E _ _ _), Breeze/Gust (G _ _ T), Tale/Yarn (_ _ R N), and Dawn
receives the following information while in telepathic contact with one of the carousel’s unicorns: Zybilna of Prismeer is frozen in time. Three hags have seized control of Zybilna’s domain and split it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
easier time identifying. For example, each pair of unicorns might have names that are synonymous with each other, such as Jolly/Merry (M E _ _ _), Breeze/Gust (G _ _ T), Tale/Yarn (_ _ R N), and Dawn
receives the following information while in telepathic contact with one of the carousel’s unicorns: Zybilna of Prismeer is frozen in time. Three hags have seized control of Zybilna’s domain and split it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
easier time identifying. For example, each pair of unicorns might have names that are synonymous with each other, such as Jolly/Merry (M E _ _ _), Breeze/Gust (G _ _ T), Tale/Yarn (_ _ R N), and Dawn
receives the following information while in telepathic contact with one of the carousel’s unicorns: Zybilna of Prismeer is frozen in time. Three hags have seized control of Zybilna’s domain and split it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wooden door leads north. A gentle breeze causes the dust on the floor to stir.
This room contains enough food and refreshment to supply the Onyx Scar and its workers for weeks. The stone door west of
this room is described in area X18. The north door leads to area X21. An invisible stalker floats near the ceiling and is the source of the breeze. If one or more characters disturb the supplies, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wooden door leads north. A gentle breeze causes the dust on the floor to stir.
This room contains enough food and refreshment to supply the Onyx Scar and its workers for weeks. The stone door west of
this room is described in area X18. The north door leads to area X21. An invisible stalker floats near the ceiling and is the source of the breeze. If one or more characters disturb the supplies, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wooden door leads north. A gentle breeze causes the dust on the floor to stir.
This room contains enough food and refreshment to supply the Onyx Scar and its workers for weeks. The stone door west of
this room is described in area X18. The north door leads to area X21. An invisible stalker floats near the ceiling and is the source of the breeze. If one or more characters disturb the supplies, the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
slowly, like dust motes stirred by a gentle breeze. At the center of the haze of light, a flash of yellow marks the presence of a figure clad in the robes of the faithful of Savras. The figure circles
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
move as if in a breeze, though you feel no such thing.
Creatures. A wraith and three will-o’-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
move as if in a breeze, though you feel no such thing.
Creatures. A wraith and three will-o’-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
move as if in a breeze, though you feel no such thing.
Creatures. A wraith and three will-o’-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
slowly, like dust motes stirred by a gentle breeze. At the center of the haze of light, a flash of yellow marks the presence of a figure clad in the robes of the faithful of Savras. The figure circles
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
slowly, like dust motes stirred by a gentle breeze. At the center of the haze of light, a flash of yellow marks the presence of a figure clad in the robes of the faithful of Savras. The figure circles
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
myrmidons (see chapter 7) that stand before the monolith in plain view. If Marlos has retreated to this cavern and the characters have defeated two other prophets, use the “Encounter with Marlos Urnrayle
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
myrmidons (see chapter 7) that stand before the monolith in plain view. If Marlos has retreated to this cavern and the characters have defeated two other prophets, use the “Encounter with Marlos Urnrayle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above.
The fungal growths are harmless. In fact, the stalks and the puffballs are
here if they retreated to attack characters who got past them. Treasure. The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above.
The fungal growths are harmless. In fact, the stalks and the puffballs are
here if they retreated to attack characters who got past them. Treasure. The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
myrmidons (see chapter 7) that stand before the monolith in plain view. If Marlos has retreated to this cavern and the characters have defeated two other prophets, use the “Encounter with Marlos Urnrayle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
wall. Audible throughout the entire chamber is the sigh of a soft, cool breeze that rises toward the surface far above.
The fungal growths are harmless. In fact, the stalks and the puffballs are
here if they retreated to attack characters who got past them. Treasure. The gricks discarded the inedible portions of their victims in the back of the cave. Rooting through the grisly remains
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
. Creatures of Shemeshka’s choice in contact with the floor must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) slashing damage and has the restrained condition until the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
other than Vanifer who approaches the portal. If Vanifer has retreated to this cavern and the characters have defeated two other prophets, use the “Encounter with Vanifer” section. Use the “Encounter with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
other than Vanifer who approaches the portal. If Vanifer has retreated to this cavern and the characters have defeated two other prophets, use the “Encounter with Vanifer” section. Use the “Encounter with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
other than Vanifer who approaches the portal. If Vanifer has retreated to this cavern and the characters have defeated two other prophets, use the “Encounter with Vanifer” section. Use the “Encounter with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
. Creatures of Shemeshka’s choice in contact with the floor must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) slashing damage and has the restrained condition until the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
. Creatures of Shemeshka’s choice in contact with the floor must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) slashing damage and has the restrained condition until the






