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Returning 35 results for 'churning whether raising'.
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Monsters
Spelljammer: Adventures in Space
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old
. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike
Monsters
Spelljammer: Adventures in Space
their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition
, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches
Monsters
Spelljammer: Adventures in Space
the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity
gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse
Monsters
Spelljammer: Adventures in Space
elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are
. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them
Monsters
Spelljammer: Adventures in Space
crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in
some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to
Storm of Vengeance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud
, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bel if they have a letter of introduction (available from the dao Ralzala), or if they’re captured or killed by Bel’s forces. Bel delights in raising his enemies from the dead to interrogate them
by smuggling themselves in with any tribute their ally brings before Bel. Whether the characters smuggle themselves inside, arrive with a letter of introduction, or get taken into custody, they eventually arrive at the lowest level of Bel’s fortress, where Bel lairs.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bel if they have a letter of introduction (available from the dao Ralzala), or if they’re captured or killed by Bel’s forces. Bel delights in raising his enemies from the dead to interrogate them
by smuggling themselves in with any tribute their ally brings before Bel. Whether the characters smuggle themselves inside, arrive with a letter of introduction, or get taken into custody, they eventually arrive at the lowest level of Bel’s fortress, where Bel lairs.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old
. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, facing the enemy on the front lines of the interminable war. (Soldier)
2 You served on the open seas, whether as a marine, a naval officer, a privateer or a smuggler. (Sailor)
3 You commanded
business, or could you still be called back in? (Charlatan)
5 You were tasked with maintaining morale and raising the spirits of your soldiers. (Entertainer)
6 You provided spiritual
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old
. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, facing the enemy on the front lines of the interminable war. (Soldier)
2 You served on the open seas, whether as a marine, a naval officer, a privateer or a smuggler. (Sailor)
3 You commanded
business, or could you still be called back in? (Charlatan)
5 You were tasked with maintaining morale and raising the spirits of your soldiers. (Entertainer)
6 You provided spiritual
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from uncovering the smuggling operation. Whether the characters discover the smugglers or the smugglers initiate an attack on the party, a confrontation with the gang is inevitable, especially if the
and Neverwinter, the town of Saltmarsh and its hardy inhabitants endure both winter storms and the Mere of Dead Men to the south. Because of the politics churning in Thornhold on the far side of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from uncovering the smuggling operation. Whether the characters discover the smugglers or the smugglers initiate an attack on the party, a confrontation with the gang is inevitable, especially if the
and Neverwinter, the town of Saltmarsh and its hardy inhabitants endure both winter storms and the Mere of Dead Men to the south. Because of the politics churning in Thornhold on the far side of the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
on. Even a stupid or physically weak kobold is given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their
’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins.
Because they lay eggs, and the eggs don’t require much tending
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Anarchist Outcry An ear-splitting crash pierces the air. Five figures wearing snarling, crimson masks clamber atop stalls, each raising a cone-like device to their mouth. Along with an irritating
fetters!” and “Mortal life, mortal rule!” Regardless of whether the characters get involved, a character who succeeds on a DC 16 Wisdom (Perception) check feels an intensifying vibration beneath their feet
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
agents of that order use increasingly brutal methods to ferret out and eliminate the Gray Ghosts — or anyone believed to associate with them. Whether due to the intervention of the adventurers, the
that the drow of Menzoberranzan are behind the demonic incursion. Tales range from the drow raising a mighty army of demons to a summoning spell gone terribly wrong. A demonic rampage is said to have
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
agents of that order use increasingly brutal methods to ferret out and eliminate the Gray Ghosts — or anyone believed to associate with them. Whether due to the intervention of the adventurers, the
that the drow of Menzoberranzan are behind the demonic incursion. Tales range from the drow raising a mighty army of demons to a summoning spell gone terribly wrong. A demonic rampage is said to have
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Anarchist Outcry An ear-splitting crash pierces the air. Five figures wearing snarling, crimson masks clamber atop stalls, each raising a cone-like device to their mouth. Along with an irritating
fetters!” and “Mortal life, mortal rule!” Regardless of whether the characters get involved, a character who succeeds on a DC 16 Wisdom (Perception) check feels an intensifying vibration beneath their feet
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Empyreus’s theocracy even more. Valieda announced that all dragonborn were welcome to reconstruct their former city of Ember Cairn, which had fallen eons ago, as long as they were raising it to the glory of
well-trained Inquisitors can find their way. According to rumors, the cells have no locks, and the Inquisitors let prisoners loose to determine whether or not they have magical abilities: if they find
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bones crushed underneath. Those who succeed on a DC 12 Intelligence (Medicine) check while examining the bones identify that they are fey in origin. RAISING SOAPWORT
Characters who’ve read Thalivar’s
journal (area H9) may be interested in raising Soapwort from the dead. If they have the mean to do so, the mysterious faerie agrees to help lay Thalivar’s ghost to rest. The old mage gladly listens to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the main force engages the enemy. A cunning party should have the chance to take out numerous defenders, open the gate in area 1, and slay sahuagin leaders, possibly without ever raising an alert
scope of the destruction. Victory Points Defender Point Value Sahuagin 1 Sahuagin champion 3 Sahuagin coral smasher 5 Blademaster Makaht 10 Opening the gate at area 1 15 Baron Kepmak 25 Raising no
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
bones crushed underneath. Those who succeed on a DC 12 Intelligence (Medicine) check while examining the bones identify that they are fey in origin. RAISING SOAPWORT
Characters who’ve read Thalivar’s
journal (area H9) may be interested in raising Soapwort from the dead. If they have the mean to do so, the mysterious faerie agrees to help lay Thalivar’s ghost to rest. The old mage gladly listens to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the main force engages the enemy. A cunning party should have the chance to take out numerous defenders, open the gate in area 1, and slay sahuagin leaders, possibly without ever raising an alert
scope of the destruction. Victory Points Defender Point Value Sahuagin 1 Sahuagin champion 3 Sahuagin coral smasher 5 Blademaster Makaht 10 Opening the gate at area 1 15 Baron Kepmak 25 Raising no
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
the creature drops off suddenly into a lake of churning acid.
The throat ends at a digestion pool 30 feet in diameter and 20 feet deep. If the characters destroyed the membrane and caused the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the yard are ten bugbears that have been instructed to safeguard the prisoners — but only because it isn’t clear to Splugoth whether the ritual might eventually require humanoid sacrifices. The bugbears
, each channeling a unique version of the establishment — and forcing the characters to face off against the effects of the dark magic churning within.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
the creature drops off suddenly into a lake of churning acid.
The throat ends at a digestion pool 30 feet in diameter and 20 feet deep. If the characters destroyed the membrane and caused the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the yard are ten bugbears that have been instructed to safeguard the prisoners — but only because it isn’t clear to Splugoth whether the ritual might eventually require humanoid sacrifices. The bugbears
, each channeling a unique version of the establishment — and forcing the characters to face off against the effects of the dark magic churning within.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hit. Whether in battle or negotiations, Kol’daan is prone to striking heroic poses with his sparring sword and giving inspiring speeches in Troglodyte. 7b. Battleground The floor of this damp cavern is
cavern. Six giant fire beetles live here, watched over by a troglodyte with a 10-foot pole. Since being trapped by the drow, the troglodyte clan has taken to raising the beetles for food. 7e. Halaster
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hit. Whether in battle or negotiations, Kol’daan is prone to striking heroic poses with his sparring sword and giving inspiring speeches in Troglodyte. 7b. Battleground The floor of this damp cavern is
cavern. Six giant fire beetles live here, watched over by a troglodyte with a 10-foot pole. Since being trapped by the drow, the troglodyte clan has taken to raising the beetles for food. 7e. Halaster
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and colored glowing stone is set.
The characters can examine the dead guard or investigate the doors and stones. However, the amount of time they have to do so depends on whether they had other
to enter a portal. If the characters infiltrated the ship without raising the alarm, they have five minutes before they hear a guard patrol approaching. If they leave this area to go back onto the