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Returning 35 results for 'burn blowing diffusing current rely'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world
long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Death Flash. When the 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
has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed
15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of
Monsters
The Wild Beyond the Witchlight
, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these
size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Spells
Acquisitions Incorporated
When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range
its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving
Darkling
Legacy
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Monsters
Volo's Guide to Monsters
Death Flash. When the 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
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to
Monsters
Acquisitions Incorporated
Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing
for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.
Powerful
a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing
Magic Items
Quests from the Infinite Staircase
burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a
Lenses table. The gem lenses can’t be removed from the lantern.
As an action while holding the lantern, you can burn some of the lantern’s fuel to cast a spell (save DC 20) through one or
Monsters
Fizban's Treasury of Dragons
fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation
plays with a pod of killer whale;killer whales, leaping into the air and blowing clouds of steam each time the whales breach.
Fire
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their
Monsters
Icewind Dale: Rime of the Frostmaiden
form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strangely throughout the cave, distorting into fleeting whispers. Lighting. The cave isn’t illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ceilings just six feet high. Creatures taller than this height must stoop to get around.
Light. The lower decks are lit by oil lamps that burn with eerie green flames. These cast dim light
throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught is imbued with the cursed soul of a death knight. All undead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ceilings just six feet high. Creatures taller than this height must stoop to get around.
Light. The lower decks are lit by oil lamps that burn with eerie green flames. These cast dim light
throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught is imbued with the cursed soul of a death knight. All undead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ceilings just six feet high. Creatures taller than this height must stoop to get around.
Light. The lower decks are lit by oil lamps that burn with eerie green flames. These cast dim light
throughout the vessel’s interior, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Unholy Presence. The dreadnaught is imbued with the cursed soul of a death knight. All undead
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
General Features The Yun dynasty ruins of the Old City have the following features: Illumination. The Old City is not illuminated, and the current occupants rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
General Features The Yun dynasty ruins of the Old City have the following features: Illumination. The Old City is not illuminated, and the current occupants rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
General Features The Yun dynasty ruins of the Old City have the following features: Illumination. The Old City is not illuminated, and the current occupants rely on darkvision to see. Area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
torches in ages. The current denizens of Talhundereth rely on darkvision to see. Area descriptions assume the characters have a light source or some other method of seeing in the dark. Doors Doors
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
northeast, and the drow trading halls are to the southeast. Illumination Continual flame spells still illuminate the natural tunnels after many years, but the chambers are unlit and the current
denizens rely on darkvision to see. Descriptions of unlit areas assume that the characters have a light source or some other method of seeing in the dark. Doors Doors throughout Gibbet Crossing are made of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
possess. Gnoll/Cultist Physical Features d12 Physical Feature 1 Missing an arm 2 Infested with maggots 3 Fur matted with dried blood 4 Missing an eye 5 Walks with a severe limp 6 Covered in burn
. 4 I have stopped using language and instead rely on growls and shrieks. 5 I have no fear of death and welcome it in battle. 6 My berserk fury makes a rabid dog look gentle. Gnoll/Cultist Ideals d6






