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Returning 35 results for 'burn both devourer constructed regarded'.
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Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ramulai Thick, sparkling smog chokes the village of Ramulai. The nearby mines yield a host of rare elements useful in magical experimentation, and Hazlik’s apprentices have constructed numerous
within it ignite, causing the waters to burn with colored flames. These toxins sicken the people of Ramulai, cause transformations among the regional wildlife, and created the swampland known as the Brew.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ramulai Thick, sparkling smog chokes the village of Ramulai. The nearby mines yield a host of rare elements useful in magical experimentation, and Hazlik’s apprentices have constructed numerous
within it ignite, causing the waters to burn with colored flames. These toxins sicken the people of Ramulai, cause transformations among the regional wildlife, and created the swampland known as the Brew.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ramulai Thick, sparkling smog chokes the village of Ramulai. The nearby mines yield a host of rare elements useful in magical experimentation, and Hazlik’s apprentices have constructed numerous
within it ignite, causing the waters to burn with colored flames. These toxins sicken the people of Ramulai, cause transformations among the regional wildlife, and created the swampland known as the Brew.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Devourer. Roleplay a conversation with the queen, or summarize the conversation using the following information: When the lizardfolk returned to this long-abandoned lair, they soon discovered that a giant
crocodile prowled in the marsh nearby. Crocodiles are sacred to this tribe and they regarded its presence as a good omen. The lizardfolk have much experience with crocodiles and thus perceived it as not
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Devourer. Roleplay a conversation with the queen, or summarize the conversation using the following information: When the lizardfolk returned to this long-abandoned lair, they soon discovered that a giant
crocodile prowled in the marsh nearby. Crocodiles are sacred to this tribe and they regarded its presence as a good omen. The lizardfolk have much experience with crocodiles and thus perceived it as not
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Devourer. Roleplay a conversation with the queen, or summarize the conversation using the following information: When the lizardfolk returned to this long-abandoned lair, they soon discovered that a giant
crocodile prowled in the marsh nearby. Crocodiles are sacred to this tribe and they regarded its presence as a good omen. The lizardfolk have much experience with crocodiles and thus perceived it as not
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
average number. Soul Devourer Demons can gain more souls by slaying other creatures, as described in their Soul Devourer trait. Unlike hit points, there is no maximum limit to a demon’s soul count. Soul
, a demon can burn souls to use or enhance certain abilities. When they do, their soul count decreases by the number indicated. This cost is sometimes noted in parentheses at the beginning of an
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
average number. Soul Devourer Demons can gain more souls by slaying other creatures, as described in their Soul Devourer trait. Unlike hit points, there is no maximum limit to a demon’s soul count. Soul
, a demon can burn souls to use or enhance certain abilities. When they do, their soul count decreases by the number indicated. This cost is sometimes noted in parentheses at the beginning of an
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
average number. Soul Devourer Demons can gain more souls by slaying other creatures, as described in their Soul Devourer trait. Unlike hit points, there is no maximum limit to a demon’s soul count. Soul
, a demon can burn souls to use or enhance certain abilities. When they do, their soul count decreases by the number indicated. This cost is sometimes noted in parentheses at the beginning of an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. QUALITH
On the rare occasion that
the effect on itself on a success.
VARIANT: MIND FLAYER ARCANIST
A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. QUALITH
On the rare occasion that
the effect on itself on a success.
VARIANT: MIND FLAYER ARCANIST
A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. QUALITH
On the rare occasion that
the effect on itself on a success.
VARIANT: MIND FLAYER ARCANIST
A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) check can tell this was a holy site whose upper levels were constructed to burn like a massive beacon. Dragon Army Excavation At the base of the spire’s remains stand a dozen ragged canvas tents in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) check can tell this was a holy site whose upper levels were constructed to burn like a massive beacon. Dragon Army Excavation At the base of the spire’s remains stand a dozen ragged canvas tents in the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) check can tell this was a holy site whose upper levels were constructed to burn like a massive beacon. Dragon Army Excavation At the base of the spire’s remains stand a dozen ragged canvas tents in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and provides no impediment. Underwater Passage. If the characters explore beneath the water, read the following: Forty feet beneath the water, the walls are constructed of worked stone. Red and black
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
are rounded up and sent about tasks under guard. It is also used for the revels of the off-duty dungeon crew. A few smoky torches burn along the walls. Several benches and tables are pushed out of the
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and provides no impediment. Underwater Passage. If the characters explore beneath the water, read the following: Forty feet beneath the water, the walls are constructed of worked stone. Red and black
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and provides no impediment. Underwater Passage. If the characters explore beneath the water, read the following: Forty feet beneath the water, the walls are constructed of worked stone. Red and black
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
regurgitates an intellect devourer (see its entry in the Monster Manual) in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
regurgitates an intellect devourer (see its entry in the Monster Manual) in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
humanoid bodies. In some tales, these creatures control their hosts, while in others, they are parasites that burn their way out of the body when it’s time to strike.
Orlassk. The Master of Stone is said
regurgitates an intellect devourer (see its entry in the Monster Manual) in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
are rounded up and sent about tasks under guard. It is also used for the revels of the off-duty dungeon crew. A few smoky torches burn along the walls. Several benches and tables are pushed out of the
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
are rounded up and sent about tasks under guard. It is also used for the revels of the off-duty dungeon crew. A few smoky torches burn along the walls. Several benches and tables are pushed out of the
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
burn brightly on either side of the door, illuminating the western half of the room. Another ledge is barely visible on the other side of the chasm.
The hall beyond the doors, and the great
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
burn brightly on either side of the door, illuminating the western half of the room. Another ledge is barely visible on the other side of the chasm.
The hall beyond the doors, and the great
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the






