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Returning 35 results for 'built both diffusing cone record'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"recharge","rollAction":"Mind Blast"}. The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Monsters
Fizban's Treasury of Dragons
a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Scintillating Breath", "rollDamageType
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
wary eye on the efreeti;efreet who have built a tower near the dragon’s lair, and indirectly aids any who oppose the efreet.
7
An iron golem ferries visitors across the lava moat
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
or uses its action to end it.
Nightmare Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Nightmare Breath"}. The dragon exhales a cloud of spores in a 60-foot cone
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10);{"diceNotation":"9d10", "rollType":"damage", "rollAction":"Nightmare Breath
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
produces a 15-foot cone of bright light for up to 1 hour every 24 hours 17–18 Colorful toy ray gun with lights and sounds 19–20 Bottle of fizzy, sweet-tasting liquid 21–22 Map of an unexplored star
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
produces a 15-foot cone of bright light for up to 1 hour every 24 hours 17–18 Colorful toy ray gun with lights and sounds 19–20 Bottle of fizzy, sweet-tasting liquid 21–22 Map of an unexplored star
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
produces a 15-foot cone of bright light for up to 1 hour every 24 hours 17–18 Colorful toy ray gun with lights and sounds 19–20 Bottle of fizzy, sweet-tasting liquid 21–22 Map of an unexplored star
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. SUNLESS CITADEL OVERVIEW
A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago. All record of the cult’s name has vanished, though various sources believe
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. SUNLESS CITADEL OVERVIEW
A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago. All record of the cult’s name has vanished, though various sources believe
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. SUNLESS CITADEL OVERVIEW
A dragon cult that valued privacy and defense built the Sunless Citadel on the surface long ago. All record of the cult’s name has vanished, though various sources believe
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, sensing your presence.
The tiny creatures are desert-dwelling chwingas (see their stat block at the end of the adventure) that live in tiny caves built up on the shell of a giant dragon tortoise. If
dragon turtle stat block with the following changes: It speaks Draconic and Terran. It lacks a swimming speed and the Amphibious trait. Its breath weapon is a 60-foot cone of abrasive sand instead of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, sensing your presence.
The tiny creatures are desert-dwelling chwingas (see their stat block at the end of the adventure) that live in tiny caves built up on the shell of a giant dragon tortoise. If
dragon turtle stat block with the following changes: It speaks Draconic and Terran. It lacks a swimming speed and the Amphibious trait. Its breath weapon is a 60-foot cone of abrasive sand instead of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, sensing your presence.
The tiny creatures are desert-dwelling chwingas (see their stat block at the end of the adventure) that live in tiny caves built up on the shell of a giant dragon tortoise. If
dragon turtle stat block with the following changes: It speaks Draconic and Terran. It lacks a swimming speed and the Amphibious trait. Its breath weapon is a 60-foot cone of abrasive sand instead of
Monsters
Fizban's Treasury of Dragons
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
built in the caldera of a dormant volcano. The vaults fell into disuse over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their greatest memorial. A clan’s stronghold holds the record of its history and accomplishments. A work that an outsider regards as “merely” intricate stone carving might actually be a carefully
stronghold. Island of Stability A well-built stronghold is an easily managed, tranquil environment where dwarves focus on rearing their families and pursuing their craft. Since the beginnings of their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their greatest memorial. A clan’s stronghold holds the record of its history and accomplishments. A work that an outsider regards as “merely” intricate stone carving might actually be a carefully
stronghold. Island of Stability A well-built stronghold is an easily managed, tranquil environment where dwarves focus on rearing their families and pursuing their craft. Since the beginnings of their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their greatest memorial. A clan’s stronghold holds the record of its history and accomplishments. A work that an outsider regards as “merely” intricate stone carving might actually be a carefully
stronghold. Island of Stability A well-built stronghold is an easily managed, tranquil environment where dwarves focus on rearing their families and pursuing their craft. Since the beginnings of their
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Those with knowledge of the Draakhorn’s history know that it was first built to signal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Those with knowledge of the Draakhorn’s history know that it was first built to signal danger
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is
ft., one target. Hit: 12 (3d6 + 2) radiant damage.
Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Aurnozci within the Firehive The cult’s leader, the Eye of Aurnozci, focuses on powerful mortals or enemies of the cult. High-level characters with a record of heroic deeds can easily fall into this
.
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Mucus Spray (Recharge 5–6). Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Aurnozci within the Firehive The cult’s leader, the Eye of Aurnozci, focuses on powerful mortals or enemies of the cult. High-level characters with a record of heroic deeds can easily fall into this
.
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Mucus Spray (Recharge 5–6). Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Aurnozci within the Firehive The cult’s leader, the Eye of Aurnozci, focuses on powerful mortals or enemies of the cult. High-level characters with a record of heroic deeds can easily fall into this
.
Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Mucus Spray (Recharge 5–6). Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is
ft., one target. Hit: 12 (3d6 + 2) radiant damage.
Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is
ft., one target. Hit: 12 (3d6 + 2) radiant damage.
Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Those with knowledge of the Draakhorn’s history know that it was first built to signal danger
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Those with knowledge of the Draakhorn’s history know that it was first built to signal
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Those with knowledge of the Draakhorn’s history know that it was first built to signal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the
to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Those with knowledge of the Draakhorn’s history know that it was first built to signal danger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many mysteries as you wish—you never know which ones will seize your players’ imaginations and become central
to the campaign—and record them in your campaign journal. What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
caverns beneath the Sumber Hills and claimed it as their territory. These dark elves venerated a terrible god of primordial evil, and they built a shrine to this nameless power. In time, the ancient drow
below it. Few made any lasting record of their explorations, and their names are forgotten. But in the year 893 DR (using the Dalereckoning calendar, about 600 years before the present day), a band of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many mysteries as you wish—you never know which ones will seize your players’ imaginations and become central
to the campaign—and record them in your campaign journal. What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are






