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Returning 35 results for 'burning been diffusing cultures require'.
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burning been diffusing cultures requires
bring been diffusing cultures required
bring been diffusing cultures requires
Monsters
Icewind Dale: Rime of the Frostmaiden
can't be thawed, harmed by fire, animated, or raised from the dead.
Unusual Nature. The walker doesn't require air, food, drink, or sleep.Multiattack. The walker makes two attacks.
Slam. Melee Weapon
":"cold"} cold damage.Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the
Monsters
Mythic Odysseys of Theros
thereafter, the burning target repeats the saving throw. It takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Flames of Akros","rollDamageType":"fire"} fire damage on a failed save, and
plinths to place itself before the threat.
Constructed Nature. The colossus of Akros doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Unusual Nature. The hellfire engine doesn’t require air, food, drink, or sleep.Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it
half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
talents on stage or displaying another sort of prowess in the Burning Ring. Join an expedition. Scholars at Morgrave often sponsor expeditions to Xen’drik and into the ruins below Sharn. Cyran nobles in
Smoky Towers sometimes hire brave souls to venture into the Mournland to reclaim lost treasures. See other cultures. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
talents on stage or displaying another sort of prowess in the Burning Ring. Join an expedition. Scholars at Morgrave often sponsor expeditions to Xen’drik and into the ruins below Sharn. Cyran nobles in
Smoky Towers sometimes hire brave souls to venture into the Mournland to reclaim lost treasures. See other cultures. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
talents on stage or displaying another sort of prowess in the Burning Ring. Join an expedition. Scholars at Morgrave often sponsor expeditions to Xen’drik and into the ruins below Sharn. Cyran nobles in
Smoky Towers sometimes hire brave souls to venture into the Mournland to reclaim lost treasures. See other cultures. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.
Unusual Nature. The walker doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The walker
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.
Unusual Nature. The walker doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The walker
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Coldlight Walker Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their
, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.
Unusual Nature. The walker doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The walker
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
detection, and determine the outcome. BURNING OR HOLING THE SEA GHOST
Though it is possible for the characters to capture the Sea Ghost, they also might choose to destroy it.
Burning. The Sea Ghost
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
detection, and determine the outcome. BURNING OR HOLING THE SEA GHOST
Though it is possible for the characters to capture the Sea Ghost, they also might choose to destroy it.
Burning. The Sea Ghost
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
detection, and determine the outcome. BURNING OR HOLING THE SEA GHOST
Though it is possible for the characters to capture the Sea Ghost, they also might choose to destroy it.
Burning. The Sea Ghost
applied to 2 cubic feet of dry, combustible material such as sacking, cloth, wool, or wood kindling, which is then set aflame. Bolts of silk soaked in brandy make excellent combustibles and do not require
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them
gargoyle doesn’t require air, food, drink, or sleep. Gargoyle
Medium elemental, chaotic evil
Armor Class 15 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft.
STR
15 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
place itself before the threat. Constructed Nature. The colossus of Akros doesn’t require air, food, drink, or sleep. Colossus of Akros
Gargantuan construct, unaligned
Armor Class 21 (natural armor
thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.
(ZACK STELLA)
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
that would alter its form.
Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects.
Unusual Nature. The hellfire engine doesn’t require air
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Customizing a
, based on the chosen spell’s level. Living Spell Customization Spell Level Stat Block to Customize 1–2 Living burning hands 3–4 Living lightning bolt 5 Living cloudkill Now make the following
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
that would alter its form.
Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects.
Unusual Nature. The hellfire engine doesn’t require air
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
that would alter its form.
Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects.
Unusual Nature. The hellfire engine doesn’t require air
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to
a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Death Knight
Medium
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Hellfire Engine
Huge construct, lawful evil
Armor Class 18 (natural
in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Customizing a
, based on the chosen spell’s level. Living Spell Customization Spell Level Stat Block to Customize 1–2 Living burning hands 3–4 Living lightning bolt 5 Living cloudkill Now make the following
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
place itself before the threat. Constructed Nature. The colossus of Akros doesn’t require air, food, drink, or sleep. Colossus of Akros
Gargantuan construct, unaligned
Armor Class 21 (natural armor
thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.
(ZACK STELLA)






