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Returning 35 results for 'core refuse glow to her recovery'.
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Classes
Player’s Handbook
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected
Backgrounds
Guildmasters’ Guide to Ravnica
animate dead, plant growth
4th
giant insect, grasping vine
5th
cloudkill, insect plague
Golgari magic is often accompanied by a sickly green glow and a rotting
enjoyable arguments there.
10
I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
embedded in the walls.
Engraved Doors. The double doors to the south are engraved with the image of a mountain with a gem-shaped indentation at its core (the symbol of Dumathoin). The edges of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout
outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible. The starlight and the glow around any creature fades on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
embedded in the walls.
Engraved Doors. The double doors to the south are engraved with the image of a mountain with a gem-shaped indentation at its core (the symbol of Dumathoin). The edges of the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout
outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can’t hide or benefit from being invisible. The starlight and the glow around any creature fades on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
. The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
. The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Karrnathi Undead Soldier Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Karrnathi Undead Soldier Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
vast heartbeat in the depths. The glow of faerzress gathers and brightens, creating swirling pools like holes torn in the air. A roar sounds from far away as shadows move in the depths of those pools
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Forests of Slaughter These caverns house a Thayan menagerie. Locations in the Forests of Slaughter are identified on map 5.7. Map 5.7: Forests of Slaughter Light. The cavern ceilings glow with
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Forests of Slaughter These caverns house a Thayan menagerie. Locations in the Forests of Slaughter are identified on map 5.7. Map 5.7: Forests of Slaughter Light. The cavern ceilings glow with
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
vast heartbeat in the depths. The glow of faerzress gathers and brightens, creating swirling pools like holes torn in the air. A roar sounds from far away as shadows move in the depths of those pools
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
table covered with food and wine stands in the middle of the pavilion, although the drow refuse to partake. Development. If the characters keep their distance and spy on the Zhentarim enclave for a few
orders them to leave at once. If they refuse, she and her warriors attack as Kinyel cuts a gash in the back wall of the pavilion with her sword and finds a place to hide until the beholder appears. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, that weighs 1 pound and is worth 150 gp. Pelota Ball. The ball, made of rubber wound around a balsa core, is used in the game of pelota. It is the same size as the depression in the wall, which is one
goes dark, but the northern goal continues to glow orange. Investigation reveals that a small panel has opened in the back of the depression. Within the space beyond is a pouch made of fish skin that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
table covered with food and wine stands in the middle of the pavilion, although the drow refuse to partake. Development. If the characters keep their distance and spy on the Zhentarim enclave for a few
orders them to leave at once. If they refuse, she and her warriors attack as Kinyel cuts a gash in the back wall of the pavilion with her sword and finds a place to hide until the beholder appears. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, that weighs 1 pound and is worth 150 gp. Pelota Ball. The ball, made of rubber wound around a balsa core, is used in the game of pelota. It is the same size as the depression in the wall, which is one
goes dark, but the northern goal continues to glow orange. Investigation reveals that a small panel has opened in the back of the depression. Within the space beyond is a pouch made of fish skin that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
the Runestone, which he can then deliver to Laeral in utmost secrecy. Jalester tells the characters that he wants the fragment for himself and won’t disclose its purpose, except to say that its recovery
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
the Runestone, which he can then deliver to Laeral in utmost secrecy. Jalester tells the characters that he wants the fragment for himself and won’t disclose its purpose, except to say that its recovery
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters don’t have the ring or refuse to present it, Xedalli loses her claim to the throne. Xeleth laughs, after which Andavier declares, “Xeleth is the rightful heir!” Skip ahead to the “All Hail
to the radiant core of Xaryxis, along with anything it is wearing or carrying. (The zodar is immune to this effect.) A creature that enters the star or ends its turn there takes 132 (24d10) radiant
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters don’t have the ring or refuse to present it, Xedalli loses her claim to the throne. Xeleth laughs, after which Andavier declares, “Xeleth is the rightful heir!” Skip ahead to the “All Hail
to the radiant core of Xaryxis, along with anything it is wearing or carrying. (The zodar is immune to this effect.) A creature that enters the star or ends its turn there takes 132 (24d10) radiant
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mushrooms cling to rotting logs and stumps scattered throughout the marsh. Crickets that glow like fireflies chirp serenely before they’re snatched out of the air by the tongues of hungry frogs
is much obliged.” If one or more characters refuse to give up their cherished memories, the brigands threaten the characters with a beating. At this time, the characters can make a DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mushrooms cling to rotting logs and stumps scattered throughout the marsh. Crickets that glow like fireflies chirp serenely before they’re snatched out of the air by the tongues of hungry frogs
is much obliged.” If one or more characters refuse to give up their cherished memories, the brigands threaten the characters with a beating. At this time, the characters can make a DC 13 Charisma
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
?”
These Vistani refuse to speak the name of their “dread lord” and provide no additional information. If the characters press them for details, the Vistani reply, “Madam Eva has the answers you
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
?”
These Vistani refuse to speak the name of their “dread lord” and provide no additional information. If the characters press them for details, the Vistani reply, “Madam Eva has the answers you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
burgomaster’s residence is a chamber of horrors dedicated to chastisement and correction. From the outside, the three-story manor looks like an elaborate, menacing cage. A reddish glow emanates from a pair of
monsters scavenge the mountains of scrap and refuse for metallic morsels. They’ve learned to avoid the metalwork sculptures that decorate the landfill—abstract, corroded statues created by Tudhog the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
burgomaster’s residence is a chamber of horrors dedicated to chastisement and correction. From the outside, the three-story manor looks like an elaborate, menacing cage. A reddish glow emanates from a pair of
monsters scavenge the mountains of scrap and refuse for metallic morsels. They’ve learned to avoid the metalwork sculptures that decorate the landfill—abstract, corroded statues created by Tudhog the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. A bristling crystal formation six feet high occupies the center of the chamber, filling the room with a soft rainbow glow and faint chiming sound. The colors of the gemstone formation constantly
glow hovers above the floor here. The door in the east wall is the Balance card, and the door in the west wall is the Rogue card. The chamber is colder than other areas you’ve visited in the House of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. A bristling crystal formation six feet high occupies the center of the chamber, filling the room with a soft rainbow glow and faint chiming sound. The colors of the gemstone formation constantly
glow hovers above the floor here. The door in the east wall is the Balance card, and the door in the west wall is the Rogue card. The chamber is colder than other areas you’ve visited in the House of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ship, the giants are riddled with hideous boils that throb with a pale-green glow. The ravenous fomorians attack the characters on sight. If either fomorian is reduced to 0 hit points, its boils
must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
ship, the giants are riddled with hideous boils that throb with a pale-green glow. The ravenous fomorians attack the characters on sight. If either fomorian is reduced to 0 hit points, its boils
must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic
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
ceiling cast a lurid purple glow over everything. Issuing from a tunnel that descends toward the east is the loud, constant sound of stone grinding against stone.
If the nothics in area G15 retreat