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Returning 35 results for 'burned bards diffusing contingency reduced'.
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burns bards diffusing contingency reduced
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
check.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10
Feats
Wayfinder's Guide to Eberron
you’re stressed, the mark hisses audibly.
4
The skin around the mark is burned, scaly, or withered.
5
Animals are uneasy around you.
6
You have a mood swing any time you use
chooses it or determines it randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D4. Burned-out Balloon Factory This wooden structure stands on stilts above the lake. It is topped by a steep, conical roof made of thatch. Smoke curls up from a hole at its apex. Its windows are
blacked out, and the air carries the smell of burned wood. A clothesline attached to one corner of the building’s exterior is hung with a variety of frayed, patchwork garments.
The garments on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that, once he committed them to memory, he burned in the stove. He also burned his journals. Ezmerelda searched the room, hoping to find a clue to her mentor’s plan or whereabouts. Among the things she
found here was a rolled-up map of Barovia and a burned page from van Richten’s journal, which she took and hid in her wagon (area V1). The standing armor is a suit of animated armor. It is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D4. Burned-out Balloon Factory This wooden structure stands on stilts above the lake. It is topped by a steep, conical roof made of thatch. Smoke curls up from a hole at its apex. Its windows are
blacked out, and the air carries the smell of burned wood. A clothesline attached to one corner of the building’s exterior is hung with a variety of frayed, patchwork garments.
The garments on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that, once he committed them to memory, he burned in the stove. He also burned his journals. Ezmerelda searched the room, hoping to find a clue to her mentor’s plan or whereabouts. Among the things she
found here was a rolled-up map of Barovia and a burned page from van Richten’s journal, which she took and hid in her wagon (area V1). The standing armor is a suit of animated armor. It is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D4. Burned-out Balloon Factory This wooden structure stands on stilts above the lake. It is topped by a steep, conical roof made of thatch. Smoke curls up from a hole at its apex. Its windows are
blacked out, and the air carries the smell of burned wood. A clothesline attached to one corner of the building’s exterior is hung with a variety of frayed, patchwork garments.
The garments on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that, once he committed them to memory, he burned in the stove. He also burned his journals. Ezmerelda searched the room, hoping to find a clue to her mentor’s plan or whereabouts. Among the things she
found here was a rolled-up map of Barovia and a burned page from van Richten’s journal, which she took and hid in her wagon (area V1). The standing armor is a suit of animated armor. It is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
meaning can be unclear. 3 When you’re stressed, the mark hisses audibly. 4 The skin around the mark is burned, scaly, or withered. 5 Animals are uneasy around you. 6 You have a mood swing any time you use
randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
meaning can be unclear. 3 When you’re stressed, the mark hisses audibly. 4 The skin around the mark is burned, scaly, or withered. 5 Animals are uneasy around you. 6 You have a mood swing any time you use
randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
meaning can be unclear. 3 When you’re stressed, the mark hisses audibly. 4 The skin around the mark is burned, scaly, or withered. 5 Animals are uneasy around you. 6 You have a mood swing any time you use
randomly. The character also permanently loses one of their Hit Dice, and their hit point maximum is reduced by an amount equal to a roll of that die plus their Constitution modifier (minimum reduction of 1). This reduction can’t be reversed by any means.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
left here by Halaster are hungry and attack anything that enters this room.
Sarcophagi. A dozen elven sarcophagi arranged about this dusty room have been reduced to rubble.
Carvings. Time and
reduced by 15 feet. In the sloped hallway, this reduction lasts only until the end of the sphere’s next turn. If the sphere’s speed drops to 0 on a flat surface, it stops moving and is no longer a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
left here by Halaster are hungry and attack anything that enters this room.
Sarcophagi. A dozen elven sarcophagi arranged about this dusty room have been reduced to rubble.
Carvings. Time and
reduced by 15 feet. In the sloped hallway, this reduction lasts only until the end of the sphere’s next turn. If the sphere’s speed drops to 0 on a flat surface, it stops moving and is no longer a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
left here by Halaster are hungry and attack anything that enters this room.
Sarcophagi. A dozen elven sarcophagi arranged about this dusty room have been reduced to rubble.
Carvings. Time and
reduced by 15 feet. In the sloped hallway, this reduction lasts only until the end of the sphere’s next turn. If the sphere’s speed drops to 0 on a flat surface, it stops moving and is no longer a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set
creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or until it is burned away with fire. If
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set
creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or until it is burned away with fire. If
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set
creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or until it is burned away with fire. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Beast Dens Bones are piled against the western walls of this cavern, forming low mounds.
Creatures. Two adult displacer beasts dwell here with three reduced-threat displacer beasts (see “Reduced
four reduced-threat perytons (see “Reduced-Threat Monsters” above) that roost here have grown tired of their pork diet. If the characters don’t appear to be Thayans, or if they fail to offer food within
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Beast Dens Bones are piled against the western walls of this cavern, forming low mounds.
Creatures. Two adult displacer beasts dwell here with three reduced-threat displacer beasts (see “Reduced
four reduced-threat perytons (see “Reduced-Threat Monsters” above) that roost here have grown tired of their pork diet. If the characters don’t appear to be Thayans, or if they fail to offer food within
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Beast Dens Bones are piled against the western walls of this cavern, forming low mounds.
Creatures. Two adult displacer beasts dwell here with three reduced-threat displacer beasts (see “Reduced
four reduced-threat perytons (see “Reduced-Threat Monsters” above) that roost here have grown tired of their pork diet. If the characters don’t appear to be Thayans, or if they fail to offer food within
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stand, but most have been burned or smashed to the ground. The older masonry of the manor walls had been crumbling for some time. New stonework was replacing the old, but everything has been smashed to
with other adventuring equipment that has been smashed, burned, or melted.
GILDHA DUHN
Survivor As the characters search the area where the jackals were digging, a low, pained moaning rises from






