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Returning 35 results for 'building back diffusing contiguous revealing'.
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binding back diffusing contiguous revealing
binding back diffusing contiguous revering
building back diffusing contiguous repelling
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
:
The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three
Spells
Xanathar's Guide to Everything
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
favor, and the goddess sometimes capriciously takes back what she has given. This represents a matron mother at the height of her power.
A matron mother is almost never encountered alone. She is
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
Magic Items
Quests from the Infinite Staircase
lantern’s flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the “Destroying the Lantern” section).
Revealing Light. The lantern sheds
use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius.
Lenses. When found, the lantern’s
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue
Backgrounds
Baldur’s Gate: Descent into Avernus
realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge.
2
The
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Monsters
Fizban's Treasury of Dragons
spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood.
Embodiment of
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
Monsters
Fizban's Treasury of Dragons
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
secret door. A character who searches the interior of the fireplace and succeeds on a DC 15 Wisdom (Perception) check notices dwarven hand prints in the soot on the back wall. Pushing on the secret door causes it to swing open on hidden stone hinges, revealing area A29 beyond.
in the rubble-choked chimney — a total of one per party member (including sidekicks). The stirges attack anyone who pokes around in the fireplace. Secret Door. The back wall of the fireplace is a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
secret door. A character who searches the interior of the fireplace and succeeds on a DC 15 Wisdom (Perception) check notices dwarven hand prints in the soot on the back wall. Pushing on the secret door causes it to swing open on hidden stone hinges, revealing area A29 beyond.
in the rubble-choked chimney — a total of one per party member (including sidekicks). The stirges attack anyone who pokes around in the fireplace. Secret Door. The back wall of the fireplace is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
secret door. A character who searches the interior of the fireplace and succeeds on a DC 15 Wisdom (Perception) check notices dwarven hand prints in the soot on the back wall. Pushing on the secret door causes it to swing open on hidden stone hinges, revealing area A29 beyond.
in the rubble-choked chimney — a total of one per party member (including sidekicks). The stirges attack anyone who pokes around in the fireplace. Secret Door. The back wall of the fireplace is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
trail, which skirts north of a sprawling vineyard before bending south toward a stately building. The fog takes on ghostly forms as it swirls between the neatly tended rows of grapevines. Here and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
floor and a sparse interior. It has two entrances, one in the front and another in the back, both of which are unlocked. The building contains no kitchen, as Edith sources her candy from Uncle Nibblecheek.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
floor and a sparse interior. It has two entrances, one in the front and another in the back, both of which are unlocked. The building contains no kitchen, as Edith sources her candy from Uncle Nibblecheek.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
building, four dead gnomes in armor lie amid the fragments of a doglike automaton.
The dead gnomes lying in the street are prison guards who were killed by Tockworth’s automatons. The guards managed to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
building, four dead gnomes in armor lie amid the fragments of a doglike automaton.
The dead gnomes lying in the street are prison guards who were killed by Tockworth’s automatons. The guards managed to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
trail, which skirts north of a sprawling vineyard before bending south toward a stately building. The fog takes on ghostly forms as it swirls between the neatly tended rows of grapevines. Here and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
floor and a sparse interior. It has two entrances, one in the front and another in the back, both of which are unlocked. The building contains no kitchen, as Edith sources her candy from Uncle Nibblecheek.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
trail, which skirts north of a sprawling vineyard before bending south toward a stately building. The fog takes on ghostly forms as it swirls between the neatly tended rows of grapevines. Here and
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
building, four dead gnomes in armor lie amid the fragments of a doglike automaton.
The dead gnomes lying in the street are prison guards who were killed by Tockworth’s automatons. The guards managed to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Agile Hand Guildhouse The Agile Hand’s guildhouse is situated at the end of a winding, cobbled street that runs parallel to a small river. The back of the stables faces a grassy embankment scattered
with mulberry trees. The guildhouse is a wooden complex consisting of a main building with an adjoining tower and basement, as well as a livery area that includes stables, an office, and quarters for paying visitors.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Agile Hand Guildhouse The Agile Hand’s guildhouse is situated at the end of a winding, cobbled street that runs parallel to a small river. The back of the stables faces a grassy embankment scattered
with mulberry trees. The guildhouse is a wooden complex consisting of a main building with an adjoining tower and basement, as well as a livery area that includes stables, an office, and quarters for paying visitors.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Agile Hand Guildhouse The Agile Hand’s guildhouse is situated at the end of a winding, cobbled street that runs parallel to a small river. The back of the stables faces a grassy embankment scattered
with mulberry trees. The guildhouse is a wooden complex consisting of a main building with an adjoining tower and basement, as well as a livery area that includes stables, an office, and quarters for paying visitors.
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
. Read or paraphrase the following: The withered eyeball aims its empty gaze down an alley strewn with rubble. Rats scurry between chunks of old stone and dusty crates. At the back of the alley is a set of
moldering wood boards, propped up just enough to block a dark tunnel leading below the surface.
The boards blocking the entrance to the catacombs can be moved easily, revealing a sloping tunnel (area N1).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
. Read or paraphrase the following: The withered eyeball aims its empty gaze down an alley strewn with rubble. Rats scurry between chunks of old stone and dusty crates. At the back of the alley is a set of
moldering wood boards, propped up just enough to block a dark tunnel leading below the surface.
The boards blocking the entrance to the catacombs can be moved easily, revealing a sloping tunnel (area N1).
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
. Read or paraphrase the following: The withered eyeball aims its empty gaze down an alley strewn with rubble. Rats scurry between chunks of old stone and dusty crates. At the back of the alley is a set of
moldering wood boards, propped up just enough to block a dark tunnel leading below the surface.
The boards blocking the entrance to the catacombs can be moved easily, revealing a sloping tunnel (area N1).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Constitution saving throw; on a failed save, the creature drops to 0 hit points and is dying. After revealing its ghastly visage, the skull-faced Halaster then turns back around so that only its hair is
framed portrait showing the back of Halaster’s head: a mass of gray hair (see “Painting Trap” below).
The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
destroy evil in the multiverse, rather than stand back and watch demons and devils annihilate one another, destroying vast swaths of the multiverse in the process. In defiance of her superiors, Zariel
to the archdevil Bel and his infernal legions. Many of Zariel’s warriors fought bravely, but for others, the horrors of the Nine Hells proved too great. They fled back through the portal, sealing it






