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Returning 35 results for 'burn bards diffusing connect rebuke'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual
typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Xabazhut’s lair and holds his hoard, plundered from the towns of the Paradise Mountains region. Xabazhut is a Young Red Dragon who wants to burn the area and grow his hoard, as his predecessor did. He
) Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP) Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus Cube of Summoning Instrument of the Bards (Doss lute) Silvered Weapon (Spear)
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Xabazhut’s lair and holds his hoard, plundered from the towns of the Paradise Mountains region. Xabazhut is a Young Red Dragon who wants to burn the area and grow his hoard, as his predecessor did. He
) Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP) Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus Cube of Summoning Instrument of the Bards (Doss lute) Silvered Weapon (Spear)
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Xabazhut’s lair and holds his hoard, plundered from the towns of the Paradise Mountains region. Xabazhut is a Young Red Dragon who wants to burn the area and grow his hoard, as his predecessor did. He
) Ancient lyre whose arms are capped with dragon heads made of gold (worth 250 GP) Jade orb (worth 100 GP) engraved in Infernal with the name of Nessus Cube of Summoning Instrument of the Bards (Doss lute) Silvered Weapon (Spear)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Flamewrath
Medium humanoid (human), chaotic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Flamewrath
Medium humanoid (human), chaotic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Flamewrath
Medium humanoid (human), chaotic
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
(area 14), the ghost tries to possess one of them. It uses its host to smash one of the kegs of alchemist’s fire, starting a blaze in the cargo hold. If this fire is allowed to burn for 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
(area 14), the ghost tries to possess one of them. It uses its host to smash one of the kegs of alchemist’s fire, starting a blaze in the cargo hold. If this fire is allowed to burn for 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
what has transpired. Agony the ghost took possession of him long enough to deliver its rebuke, then vanished and took refuge in the Last Breath’s cargo hold. Gargenhale encourages the characters to
(area 14), the ghost tries to possess one of them. It uses its host to smash one of the kegs of alchemist’s fire, starting a blaze in the cargo hold. If this fire is allowed to burn for 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
failed save, or half as much damage on a successful one. Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of ash and faint burn marks in the area affected by this trap
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
failed save, or half as much damage on a successful one. Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of ash and faint burn marks in the area affected by this trap
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
failed save, or half as much damage on a successful one. Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of ash and faint burn marks in the area affected by this trap
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kent Davis The first of Nine Hells, Avernus, is an eternal battlefield in the Blood War By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kent Davis The first of Nine Hells, Avernus, is an eternal battlefield in the Blood War By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kent Davis The first of Nine Hells, Avernus, is an eternal battlefield in the Blood War By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
becomes real permanently. A creature brought into being in this way is under the DM’s control and uses whichever stat block best matches its form. In addition, the damage to the runes causes the crystal disk to burn out, making the chamber no longer functional.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of which are flammable. If purposefully set aflame, all of the offerings burn up in less than 10 minutes. A character who succeeds on a DC 14 Wisdom (Perception) check notices a blue stone urn amid
mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of which are flammable. If purposefully set aflame, all of the offerings burn up in less than 10 minutes. A character who succeeds on a DC 14 Wisdom (Perception) check notices a blue stone urn amid
mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
becomes real permanently. A creature brought into being in this way is under the DM’s control and uses whichever stat block best matches its form. In addition, the damage to the runes causes the crystal disk to burn out, making the chamber no longer functional.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of which are flammable. If purposefully set aflame, all of the offerings burn up in less than 10 minutes. A character who succeeds on a DC 14 Wisdom (Perception) check notices a blue stone urn amid
mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
becomes real permanently. A creature brought into being in this way is under the DM’s control and uses whichever stat block best matches its form. In addition, the damage to the runes causes the crystal disk to burn out, making the chamber no longer functional.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events






