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Returning 35 results for 'burning bards devourer coming resolve'.
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burning bards devourer combine resolve
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
intruders in sight with reckless abandon.
Cultists of Aurnozci
Aurnozci grants its cultists the following trait:
Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
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races
Guildmasters’ Guide to Ravnica
The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes.
They combine a burning fury in battle with keen
tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters table to determine whether the party has a random encounter. If the party is using a light source, creatures that encounter them almost certainly know the characters are coming and set up an
ambush or otherwise prepare for the fight. Tunnel Encounters d20 Encounter 1–2 1d4 grells hunt for food. 3 1d6 gibbering mouthers lie in wait for prey. 4 An intellect devourer inhabits a quaggoth
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters table to determine whether the party has a random encounter. If the party is using a light source, creatures that encounter them almost certainly know the characters are coming and set up an
ambush or otherwise prepare for the fight. Tunnel Encounters d20 Encounter 1–2 1d4 grells hunt for food. 3 1d6 gibbering mouthers lie in wait for prey. 4 An intellect devourer inhabits a quaggoth
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters table to determine whether the party has a random encounter. If the party is using a light source, creatures that encounter them almost certainly know the characters are coming and set up an
ambush or otherwise prepare for the fight. Tunnel Encounters d20 Encounter 1–2 1d4 grells hunt for food. 3 1d6 gibbering mouthers lie in wait for prey. 4 An intellect devourer inhabits a quaggoth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
a DC 15 Strength (Athletics) check. A creature that starts its turn in or on a burning building must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
a DC 15 Strength (Athletics) check. A creature that starts its turn in or on a burning building must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
a DC 15 Strength (Athletics) check. A creature that starts its turn in or on a burning building must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nihiloor (see appendix B), a mind flayer that is caressing an intellect devourer. Upon seeing the adventurers, Nihiloor rises from the stone chair, sets its pet down, and glides across the room
, intending to leave through the double door in the west wall. The mind flayer expects Grum’shar and the intellect devourer to cover its escape. Nihiloor carries a 3-inch-diameter stone orb carved to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nihiloor (see appendix B), a mind flayer that is caressing an intellect devourer. Upon seeing the adventurers, Nihiloor rises from the stone chair, sets its pet down, and glides across the room
, intending to leave through the double door in the west wall. The mind flayer expects Grum’shar and the intellect devourer to cover its escape. Nihiloor carries a 3-inch-diameter stone orb carved to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nihiloor (see appendix B), a mind flayer that is caressing an intellect devourer. Upon seeing the adventurers, Nihiloor rises from the stone chair, sets its pet down, and glides across the room
, intending to leave through the double door in the west wall. The mind flayer expects Grum’shar and the intellect devourer to cover its escape. Nihiloor carries a 3-inch-diameter stone orb carved to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Horn is an excellent opportunity for aspiring bards. University, Upper Menthis Grand Stage This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that
the Last War. Smoky Towers, Middle Menthis The Burning Ring The Ring offers blood sport and gladiatorial combat. These dangerous matches aren’t sanctioned by law, and the Burning Ring constantly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Horn is an excellent opportunity for aspiring bards. University, Upper Menthis Grand Stage This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that
the Last War. Smoky Towers, Middle Menthis The Burning Ring The Ring offers blood sport and gladiatorial combat. These dangerous matches aren’t sanctioned by law, and the Burning Ring constantly
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Students feeling bold may descend as far as Lower Menthis, home to a wide variety of illicit entertainments… including the prizefights of the Burning Ring. But for those who stay close to home, here’s a
large meeting rooms, and a small concert hall. Rumors say that this is an outpost of the secret Circle of Song, a society of bards and entertainers spread across Khorvaire; others swear that House
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Students feeling bold may descend as far as Lower Menthis, home to a wide variety of illicit entertainments… including the prizefights of the Burning Ring. But for those who stay close to home, here’s a
large meeting rooms, and a small concert hall. Rumors say that this is an outpost of the secret Circle of Song, a society of bards and entertainers spread across Khorvaire; others swear that House
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K56. Cauldron Maps 7-10: Spires and Tower of Ravenloft Characters who stand outside the door to this room can smell a pungent odor coming from within. If the witches in this room have not been warned
that the characters are coming, the characters can hear their horrid cackling. If the characters open the door slightly, they witness the scene described below: Green-glowing wisps of steam bubble up
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Horn is an excellent opportunity for aspiring bards. University, Upper Menthis Grand Stage This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that
the Last War. Smoky Towers, Middle Menthis The Burning Ring The Ring offers blood sport and gladiatorial combat. These dangerous matches aren’t sanctioned by law, and the Burning Ring constantly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K56. Cauldron Maps 7-10: Spires and Tower of Ravenloft Characters who stand outside the door to this room can smell a pungent odor coming from within. If the witches in this room have not been warned
that the characters are coming, the characters can hear their horrid cackling. If the characters open the door slightly, they witness the scene described below: Green-glowing wisps of steam bubble up
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Students feeling bold may descend as far as Lower Menthis, home to a wide variety of illicit entertainments… including the prizefights of the Burning Ring. But for those who stay close to home, here’s a
large meeting rooms, and a small concert hall. Rumors say that this is an outpost of the secret Circle of Song, a society of bards and entertainers spread across Khorvaire; others swear that House
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Plane of Earth and that a special “gate key” is needed to unlock them from this side. The gate key is any open flame. (The flame and the mud pit symbolize the coming together of the four elements
: earth and water in the mud, fire and air in the flame.) Whenever an open flame is burning within 10 feet of a mud pit, the pit becomes a portal linked to a similar but larger mud pit on the Elemental
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Plane of Earth and that a special “gate key” is needed to unlock them from this side. The gate key is any open flame. (The flame and the mud pit symbolize the coming together of the four elements
: earth and water in the mud, fire and air in the flame.) Whenever an open flame is burning within 10 feet of a mud pit, the pit becomes a portal linked to a similar but larger mud pit on the Elemental
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K56. Cauldron Maps 7-10: Spires and Tower of Ravenloft Characters who stand outside the door to this room can smell a pungent odor coming from within. If the witches in this room have not been warned
that the characters are coming, the characters can hear their horrid cackling. If the characters open the door slightly, they witness the scene described below: Green-glowing wisps of steam bubble up
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Plane of Earth and that a special “gate key” is needed to unlock them from this side. The gate key is any open flame. (The flame and the mud pit symbolize the coming together of the four elements
: earth and water in the mud, fire and air in the flame.) Whenever an open flame is burning within 10 feet of a mud pit, the pit becomes a portal linked to a similar but larger mud pit on the Elemental
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal.
Builders. Four scaladar (see appendix A) are hauling new pieces of metal to the arch and attaching them to it. The cavern is dark aside from the intermittent light of welding sparks coming
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you’re lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you’re lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
order to your players so they each know when their character’s turn is coming up and can think ahead about what their character will do on their next turn. Using Initiative scores (see “Running
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
order to your players so they each know when their character’s turn is coming up and can think ahead about what their character will do on their next turn. Using Initiative scores (see “Running
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal.
Builders. Four scaladar (see appendix A) are hauling new pieces of metal to the arch and attaching them to it. The cavern is dark aside from the intermittent light of welding sparks coming
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
order to your players so they each know when their character’s turn is coming up and can think ahead about what their character will do on their next turn. Using Initiative scores (see “Running






