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Returning 14 results for 'confusion rusting groves to her refuse'.
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Monsters
Infernal Machine Rebuild
its actions, reactions, and movement.
Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the ettin’s next
Demogorgon’s heads.
Much like the true Demogorgon, the ettin’s two heads constantly clash and refuse to speak directly with one another, instead relaying messages through their assigned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue refuse to budge, and no amount of force can pry them open. They’re also immune to damage from any source. A knock spell or similar magic opens the double door. The doors also swing open if a
creature suffering from any form of short-term, long-term, or indefinite madness touches them. A creature under the effect of a confusion spell, a crown of madness spell, or a similar effect can also open
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Ffolk, humans ruled by their High King, Derid Kendrick, from the fortress of Caer Callidyr on Alaron. The Ffolk worship a goddess they call the Earthmother; her druids gather in sacred groves on the
islands. Some of these groves hold moonwells, magical pools that the druids say the goddess uses as her windows onto the world. The northern isles are the territory of the Northlanders, who spread
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
but forget why, leaving them with only pain and quiet confusion. Putting the Gwishin to Rest Once the characters have learned Dae Won-Ha’s story, they can convince her gwishin she hasn’t been forgotten
characters do this, the gwishin finds peace, and neither she nor the fog returns. If they refuse or don’t uphold their promise within a few weeks, her threat continues. Presenting All the Tokens. If the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds
. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Fortitude’s scenic groves. The step pyramid consists of seven stacked tiers quartered by staircases that ascend to the gate to Arcadia. Cradled by four curved beams at its summit, the blazing, green portal
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to tend to the wounded. The farmers are known to many in the crowd, prompting confusion over their strange appearance and what caused them to attack. Talk of curses begins to spread. Investigating the
keep their crimson hue. If the farmers are healed or roused from unconsciousness, they refuse to speak. They don’t attack again, but the locals keep them restrained. The characters likely don’t have
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty
creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forest of green to grow up over the garbage, rusting away debris and creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped
, with locals standing atop a rocky promontory and dumping their refuse over the edge of the embankment. Instead of clearing the debris away, Torimesh used magic to nurture the local plants, causing a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
inside must succeed on a DC 10 Wisdom saving throw or suffer the effects of a confusion spell. Once a creature succeeds on its saving throw, it is immune to this effect for 24 hours. A thunderous
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
matters, for no matter how much heartache and confusion the stories contain, they end with affairs of the heart properly sorted out and everyone in love with the person, or persons, they were fated to
groves where such trees stand as silent witnesses to the events of the world. At the base of such a tree, amid its immense, gnarled roots, the druids of Rillifane place their offerings. Carvings of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
adventuring abroad and purchased this small portion of the hillside. Too steep to build on, the area had long been an illegal junkyard, with locals standing atop a rocky promontory and dumping their refuse
over the edge of the embankment. Instead of clearing the debris away, Torimesh used magic to nurture the local plants, causing a forest of green to grow up over the garbage, rusting away debris and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If disguised, the characters must provide a halfway compelling story to convince Kaz to let them pass. If they fail to convince Kaz, he and his wyvern refuse to let them pass. The ceiling of the vault
. Etchings of cloudy landscapes encircle the horn, where a pyramid palace seems to float upon a cloud bank among groves of palm, fig, and date trees. Blowing the horn calls forth the djinni Ahtayir, who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
bench along the south wall are pieces of nearly useless cutlery and rusting skinning knives.
The kobolds bring food for their tribe up from the Underdark and store it in a nearby chamber. The rotting