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Returning 35 results for 'burn been diffusing con resort'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Skills Acrobatics +5
, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Death Burn. When
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Skills Acrobatics +5
, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Death Burn. When
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
leather armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
Skills Acrobatics +5
, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Death Burn. When
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
burn.
—Marrake the Incandescent, ruler of efreet
Fire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental’s
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
burn.
—Marrake the Incandescent, ruler of efreet
Fire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental’s
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
burn.
—Marrake the Incandescent, ruler of efreet
Fire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Salamander Most salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine
how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons. Salamander Large Elemental, Neutral Evil
AC 15 Initiative +2 (12)
HP 90 (12d10 + 24)
Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Salamander Most salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine
how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons. Salamander Large Elemental, Neutral Evil
AC 15 Initiative +2 (12)
HP 90 (12d10 + 24)
Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Salamander Most salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine
how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons. Salamander Large Elemental, Neutral Evil
AC 15 Initiative +2 (12)
HP 90 (12d10 + 24)
Speed
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
an anathema. (Evil)
3
Unity. No leader shall put personal goals above those of our race. (Any)
4
Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hands of Havoc Fire Starter The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hands of Havoc Fire Starter The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hands of Havoc Fire Starter The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and
burning. Hands of Havoc Fire Starter Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flaming Skeleton Flaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead. Flaming Skeleton
Medium Undead, Lawful Evil
AC 15 Initiative +2 (12)
HP 65 (10d8 + 20)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 15 +2 +2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flaming Skeleton Flaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead. Flaming Skeleton
Medium Undead, Lawful Evil
AC 15 Initiative +2 (12)
HP 65 (10d8 + 20)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 15 +2 +2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flaming Skeleton Flaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead. Flaming Skeleton
Medium Undead, Lawful Evil
AC 15 Initiative +2 (12)
HP 65 (10d8 + 20)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 15 +2 +2
Ability Score
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor
(natural armor, Intellect Fortress)
Hit Points 162 (13d12 + 78)
Speed 40 ft.
STR
26 (+8)
DEX
8 (−1)
CON
22 (+6)
INT
14 (+2)
WIS
13 (+1)
CHA
7 (−2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills
darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5
, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony
fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. Fire Giant
Huge giant
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony
fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. Fire Giant
Huge giant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills
darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony
fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. Fire Giant
Huge giant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills
darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
9 (−1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +4, Con +8, Wis +5
Skills Perception +5
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
9 (−1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +4, Con +8, Wis +5
Skills Perception +5
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
9 (−1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +4, Con +8, Wis +5
Skills Perception +5
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (F) Fire Elemental Large Elemental, Neutral
AC 13 Initiative +3 (13)
HP 93 (11d10 + 33)
Speed 50 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 17 +3 +3
Con 16
elemental takes 3 (1d6) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it.
Actions
Multiattack. The elemental makes two Burn attacks.
Burn
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5
, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving






