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                        Returning 35 results for 'cloying wind reveals'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Cloying Miasma. The abomination is surrounded by a noxious stench. At the start of the abominationâs turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or
                                                
                                            
                                                
                                                     lingers in a draconic corpse.
While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of
                                                
                                            
                                        
                                                    Adult Brass Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
                                                
                                            
                                                
                                                     the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished
                                                
                                            
                                        
                                                    Ancient Brass Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
                                                
                                            
                                                
                                                     Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , and rusty chain mail. Fortunes of Ravenloft If your card reading reveals that a treasure is here, read: The swirling snow assumes the forms of thin, young women. The wind howls, âBegone! The treasure is
                                                
                                            
                                                
                                                    T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps
                                                
                                            
                                                
                                                     managed to slay the creature, but not before it took one of them down. On the floor of this chamber is a dead mind flayer. Its insides are filled with sand and pebbles. Detect magic reveals residual magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     After the Second Wind passes through or circles around the wrecked ships, an invisible, chaotic neutral will-oâ-wisp slips aboard the Second Wind and reveals its presence: A tiny ball of light appears
                                                
                                            
                                                
                                                    , and two star moths.â
 Kruxâs count is accurate. If Topolah is aboard the Second Wind, she recognizes the flying fish ships, lamprey ships, and squid shipsâthey account for roughly half of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains canât drown out the inhuman cackling that echoes in
                                                
                                            
                                                
                                                     beyond the range of the charactersâ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     full rapport with the characters and their myconid allies. The entity reveals that Zuggtmoy has already infected its mind with her demonic influence, which Araumycos can feel growing in strength. Itâs
                                                
                                            
                                                
                                                     more of the infected area, the view beyond the bounds of the skull chamber begins to darken. When the area reaches 0 hit points, a powerful psychic wind howls through the area. Each character must make
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     (using a gust of wind spell, for example) reveals the circle to all. To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (âDraezirâ) can be found on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
                                                
                                            
                                                
                                                    . Blood runs down the northwestern wall, outlining the hidden alcove. This part of the wall has AC 16, 20 hit points, and immunity to poison and psychic damage. Opening the alcove reveals a cramped space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     (using a gust of wind spell, for example) reveals the circle to all. To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (âDraezirâ) can be found on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , the moon, the stars, and clouds, though there is no wind or breeze to speak of. During the day, the warmth of the sun can be felt, and at night the temperature drops as one would expect. Despite
                                                
                                            
                                                
                                                     appearances, the walls and ceilings are still very much in place, and a true seeing spell or similar magic reveals them. A magic calendar stone in area 6k allows one to change the time of day, the weather
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship youâre riding races toward
                                                
                                            
                                                
                                                     a heavily armored warforged stands guard Building on the bookâs introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    To the Edge of Wildspace Once the characters are aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to them: to travel to another Wildspace system called Doomspace, where
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     archdevil makes it possible for the barlgura to escape. If the characters return to the obelisk with the news, Ubbalux begrudgingly accepts these terms and reveals the location of the Crypt of the
                                                
                                            
                                                
                                                     Hellriders on the playersâ map. Ubbalux says that the death knight Olanthius, guardian of the tomb, knows the secret location of the Bleeding Citadel. The demon also reveals that âFor Gloryâ is the pass phrase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the years.) The water otherwise tastes sweet and fresh. The gazebo is so frail that it wouldnât take more than a strong wind to knock it over. It remains standing because itâs protected from the
                                                
                                            
                                                
                                                     Shrine of the White Sun, though they have no idea why their ancestors named it so. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    13. Runestone Caverns An immense central cavern (area 13a) has several smaller caverns extending off it (areas 13b through 13f). A howling wind echoes throughout this area, and its source can be
                                                
                                            
                                                
                                                     afoul of the golem in area 2 and was mortally wounded. It retreated to this cavern and died here. Treasure. Cutting open the xornâs carcass reveals an undigested ring of x-ray vision and a lumpy, half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
                                                
                                            
                                                
                                                     routes, where explorers and caravan drivers have discovered areas of wind-blasted rock that are easier to traverse than shifting sand. If the party veers off track, you might be able to relocate one or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     reveals that he made one stop on his way to Mistshore. He dropped off a lady friend, a priest of Bane allied with the Zhentarim, and left the stone with her and her acolytes for safekeeping. The characters
                                                
                                            
                                                
                                                     (encounter 4, âMausoleumâ). Weather Effects Until the encounter chain is complete, the following weather effects are in play. Blizzard. Shrieking wind and falling snow impose disadvantage on Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     south in the same manner. A cold wind blows from the south tunnel, generated above the subterranean lake the stream flows into (accessed via area 30 or area 39). Numerous barrels, casks, and buckets
                                                
                                            
                                                
                                                     within it, and leads back to the underground spring that is the streamâs source. The tunnel to the south is higher, leaving an ample air space along which the brisk wind is channeled. Characters can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     they learn more about the Brandath family. A dayâs research followed by a successful DC 10 Intelligence (Investigation) check reveals that the characters know one such person: Renaer Neverember. If they
                                                
                                            
                                                
                                                    , set to trigger when a humanoid creature passes over the step. The glyph canât be spotted unless the dust on the floor is cleared away by a gust of wind spell or some other means. Once the dust is swept
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    F. River Ivlis Crossroads Check for a random encounter whenever the characters reach area F, unless they are accompanied by Vistani. An old wooden gallows creaks in a chill wind that blows down from
                                                
                                            
                                                
                                                     your card reading reveals that a treasure is here, it is buried in one of the graves. For each grave the characters dig up, thereâs a cumulative 10 percent chance of finding the treasure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    5. Raucous Mesa This chamber was sculpted by faerzress with the side effect of trapping sound. The glow of faerzress shifts across this chamber as if pushed by an unseen wind. It flows toward and
                                                
                                            
                                                
                                                    . Its stacked levels resemble steps in a staircase, but a ramp running from top to bottom provides an easy way up.
 Climbing the mesa reveals that its steps arenât concentric circles but the bands of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , a hammer, a rusty hand saw, a hooded lantern, a few 10-foot lengths of hempen rope, and a stack of firewood. Treasure. A careful search of this area reveals a case of twelve +2 bolts left behind by
                                                
                                            
                                                
                                                     amber (50 gp each), and a quaal's feather token (anchor). The metal basin on the table holds water, and a bronze straight razor lies next to it. Closer inspection of the basin reveals that it is an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the
                                                
                                            
                                                
                                                    ). Rancid red sludge bathes the land, and the cloying, metallic taste of blood suffuses the air. In addition to the demiplaneâs standard features, Scarlet Mire has the following feature: Blood-Soaked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     overhead.
 A detect magic spell or similar magic reveals an aura of necromancy around the ring of thrones and extending 10 feet beyond the outer edge of the ring. While in this area, creatures that do
                                                
                                            
                                                
                                                     alphabet: Snatch a scale from a sleeping wyrm;
 Against the blowing wind, stand firm.
 Climb a mountain with a stone in your shoe;
 On little feet, death comes for you.
 Be the arrow that starts the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    M22. Endelynâs Room A detect magic spell reveals an aura of abjuration magic on the door to this room. If a creature other than Endelyn touches the door, a hand of force similar to that created by
                                                
                                            
                                                
                                                     iron wires made from korred hair, and any character who knows the korredsâ special jig (see âKorred Danceâ earlier in the chapter) can command the hair to wind itself around the marionettesâ jaws
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Cult of the Howling Hatred  The followers of elemental air call themselves the Cult of the Howling Hatred. They worship the destructive power of wind and storms, believing that those who venerate
                                                
                                            
                                                
                                                     their opponents. The wind doesnât blow down a castle, but flows around and through it. Infiltration and indirect attack are clearly superior tactics. Air cultists seek out high places for their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     each otherâs company while singing, dancing, and playing games. Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the partyâs approach, giving
                                                
                                            
                                                
                                                     Argantle that they also consider the hag an enemy, she reveals the following: The korreds no longer hold large gatherings at Lockbury Henge. Argantle fears the consequences of Bitter Endâs meddling and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     thievesâ tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
 Figureheads. A detect magic spell or similar magic reveals an aura of illusion magic around either
                                                
                                            
                                                
                                                     to catch the wind and oars on the lower deck for rowing.
 Statistics. Each ship has the statistics of a warship (see âUnusual Environmentsâ in chapter 5 of the Dungeon Masterâs Guide).
 Sunshield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    âto determine what encounters they have. Skybridge Sights  d4 Encounter   1 Bonesinger (see Boneslinger below) 2 A small storm reveals itself to be a violent group of three air elementals. 3 A dead
                                                
                                            
                                                
                                                    . The necklaceâs beads look like tiny fangs and include a bead of wind walk and 1d4 other magic beads. Sighting Lambakluha A few hours before the party reaches Lambakluha, the party spots their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , âJust Like the Wind,â but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security. 
   2  Harkon expects to be attacked
                                                
                                            
                                                
                                                     transformation. He promises to keep this secret and reveals his own lycanthropy. The Darklord then uses this shared secret to gain leverage over the character and pushes them to embrace the curse. Harkon is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     along one side of the town. Its water is a strange phosphorescent green color.
 The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
                                                
                                            
                                                
                                                     empty streets. Investigating the Town. A successful DC 12 Wisdom (Survival) check reveals infrequent tracks belonging to different humanoid creatures. Some travel alone, while others go in small groups
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     elevated, white marble statues arranged in a line depict slender, robed figures facing northward. The engraving on their faces has been worn away by the wind, but pointed ears make the statues
                                                
                                            
                                                
                                                     identifiable as elves.
 Each statue is life-sized, depicting an elf standing rigidly atop a 7-foot-high cylindrical base of wind-worn granite. (A seventh statue stands alone atop the northern tip of area E4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , which they never did. Treasure. A successful DC 13 Intelligence (Investigation) check reveals a false panel in the corner of the floor. The false floor hides a steel shield with platinum filigree in the
                                                
                                            
                                                
                                                     pounds (1 gp each). A successful DC 18 Intelligence (Investigation) check reveals a thin platinum ring of swimming in the dust under a workbench, where it fell and was forgotten. V2. Stonemasonâs Workshop
                                                
                                            
                                        






