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Returning 9 results for 'continually rusting glow to have respectively'.
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continually rooting grow to have respectively
continually rooting gloom to have respectively
continual ruling gold to have respectively
continually rusting glory to have respectively
continual ruling grow to have respectively
Monsters
Fizban's Treasury of Dragons
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in the upper left corner of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. This cell is linked to a teleport trap in area K73. Treasure. The source of the underwater glow is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and
properties: The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. A lawful good creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
.
Creature. The fire elemental here flares out toward any creature it can see, but the runes on the wall glow more brightly when it does, and it stops short of making contact with any intruder. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, rising to a vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow.
The hot spring has magical restorative properties that were used by the ancient duergar who inhabited the
southeast, respectively. A shaft leads to the upper level.
The mine shaft is 30 feet long and ascends to the outpost’s bunks (area Z4). If the characters fixed the elevator in the bunks, they can use
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
a magnificent pipe organ. Its ivory keys practically glow, even as its ebony keys seem to absorb all light.
The balcony looks out over area H3. Any character who sits down at the pipe organ can feel
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dark when the characters enter. Any creature in the room that speaks the command word “candesca” causes the three crystal hemispheres in the ceiling to glow, filling the room with bright light. The
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
tunnels offer paths to the ruins of Haskasori’s homes and businesses (west; areas H7–H9), to the Pillars of Haskasori (north; area H6), and to the city’s catacombs (east; areas H11–13), respectively
sealed doors to the sanctum (area H15) can be opened as detailed in “Haskasori Features.” H15: Sanctum A statue of a monstrous, basilisk-headed figure presides over this sanctum. The statue’s eyes glow
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
surrounded by dozens of humanoid skulls stands against the northwest wall of this dank cavern. In the middle of the room, hot coals glow in a fire pit, while crude nests of moss and mud are heaped here and
the south, petering out to the north. Stone doors lead to the east, west, and south. Rusting iron rails are anchored to the floor, and a pair of ancient ore carts still rest on the rails. The dust on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
Two violet
or suit of armor bathed in the green flame for at least 1 minute becomes a +1 weapon or a suit of +1 armor, respectively, for 1d12 hours. Removing the brazier from the Forge of Spells douses the