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Returning 35 results for 'burned breaks diffusing composed reasoned'.
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Classes
Dungeon Master’s Guide (2014)
An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only
Classes
Dungeon Master’s Guide (2014)
An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only
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
as it remains in the slimy area or until it breaks free. The restrained 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
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Monsters
Out of the Abyss
lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Combat Though it’s possible to avoid combat with many of the caves’ occupants, the characters eventually will clash with creatures that can’t be reasoned with. The text states when a monster might
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Combat Though it’s possible to avoid combat with many of the caves’ occupants, the characters eventually will clash with creatures that can’t be reasoned with. The text states when a monster might
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Combat Though it’s possible to avoid combat with many of the caves’ occupants, the characters eventually will clash with creatures that can’t be reasoned with. The text states when a monster might
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty of this puzzle, enforce a time factor: perhaps one elemental breaks free at the end of every five minutes of real time that pass until the puzzle is solved. You can also raise the
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty of this puzzle, enforce a time factor: perhaps one elemental breaks free at the end of every five minutes of real time that pass until the puzzle is solved. You can also raise the
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty of this puzzle, enforce a time factor: perhaps one elemental breaks free at the end of every five minutes of real time that pass until the puzzle is solved. You can also raise the
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plot of land on the north side of the Triboar Trail, nestled between two hills. Beyond a ramshackle wooden fence stand corn fields, an apple orchard, gardens, and pasture land. A path breaks off from
the trail to lead to a two-story farmhouse next to a pond. West of the farmhouse are the charred remains of a barn and smithy that have been burned to the ground.
Pigs harmlessly wander the fields
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plot of land on the north side of the Triboar Trail, nestled between two hills. Beyond a ramshackle wooden fence stand corn fields, an apple orchard, gardens, and pasture land. A path breaks off from
the trail to lead to a two-story farmhouse next to a pond. West of the farmhouse are the charred remains of a barn and smithy that have been burned to the ground.
Pigs harmlessly wander the fields
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plot of land on the north side of the Triboar Trail, nestled between two hills. Beyond a ramshackle wooden fence stand corn fields, an apple orchard, gardens, and pasture land. A path breaks off from
the trail to lead to a two-story farmhouse next to a pond. West of the farmhouse are the charred remains of a barn and smithy that have been burned to the ground.
Pigs harmlessly wander the fields
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
burned away for someone to be able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) check realizes that the ceiling is unstable and in danger of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
burned away for someone to be able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) check realizes that the ceiling is unstable and in danger of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
burned away for someone to be able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) check realizes that the ceiling is unstable and in danger of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
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
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
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
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
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
the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Characters who know anything about myconids know that myconids don’t dance. If Stool is with the party, it points this out. This group is composed of three myconid adults and five myconid sprouts. Stool
farewell as the myconids resume their dancing. If the characters have shown Rumpadump any kindness, it asks their permission to join the party, especially if Stool is present. At the same time, Sarith breaks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Characters who know anything about myconids know that myconids don’t dance. If Stool is with the party, it points this out. This group is composed of three myconid adults and five myconid sprouts. Stool
farewell as the myconids resume their dancing. If the characters have shown Rumpadump any kindness, it asks their permission to join the party, especially if Stool is present. At the same time, Sarith breaks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a cavern that contains a hot spring, in which they drown themselves. U4. Moaning Cavern The cave is empty except for three ice-covered pillars composed of mineral deposits. U5. Icy Bridge A natural
.
Characters who search the charred remains of the campfire can find three torn-out pages, only partially burned, from a journal written in Dwarvish. Written on the loose pages are an anonymous dwarf’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
. One nasty, suspicious mind.
— Elminster
Renegade Illithids Sometimes a mind flayer that’s away from its colony breaks free from the elder brain. Perhaps it ran into a situation where its bonds of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Characters who know anything about myconids know that myconids don’t dance. If Stool is with the party, it points this out. This group is composed of three myconid adults and five myconid sprouts. Stool
farewell as the myconids resume their dancing. If the characters have shown Rumpadump any kindness, it asks their permission to join the party, especially if Stool is present. At the same time, Sarith breaks






