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                        Returning 35 results for 'death into are burn'.
                    
                
                        
                            
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                                        death into are bard
                                    
                                
                                    
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                                        death into are burns
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
                                                
                                            
                                                
                                                     must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burn","rollDamageType":"radiant"} radiant damage
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.
A death dragon’s bones burn with violet Cataclysmic fire, which it can
                                                
                                            
                                                
                                                     dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.Most death dragons are pale imitations of their former selves. They remember flashes and
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.
A death dragon’s bones burn with violet
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Cataclysmic Rush", "rollDamageType":"necrotic"} necrotic damage. A creature can take this damage only once per turn.Some death dragons manage to retain almost all
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Death Burst. When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves
                                                
                                            
                                                
                                                     into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Death
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10);{"diceNotation
                                                
                                            
                                                
                                                    ":"4d10", "rollType":"damage", "rollAction":"Fiery Death and Rebirth", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     to the amount of damage taken.Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and
                                                
                                            
                                                
                                                     the golden key.”
6
“Beware the black horse.”
7
“The fish is your friend.”
8
“The stairs downward lead to that which you seek.”
9
“Look for two crossed swords. There your goal lies.”
10
“If you see two crows, turn back. Beyond is death.”
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
                                                
                                            
                                                
                                                     turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10);{"diceNotation":"4d10
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking
                                                
                                            
                                                
                                                     form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a
                                                
                                            
                                        
                                                    Darkling Elder
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
                                                
                                            
                                                
                                                     must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burn","rollDamageType":"radiant"} radiant damage and
                                                
                                            
                                        
                                                    Darkling
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
                                                
                                            
                                                
                                                    , injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , Deception +3, Perception +6, Stealth +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
 Languages Elvish, Sylvan
 Challenge 2 (450 XP) Proficiency Bonus +2
 Death Burn. When
                                                
                                            
                                                
                                                     the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    Death Knight’s Soul The soul of the death knight Emberlost is bound into the dreadnaught’s bones. As a sentient, undead creature, Emberlost can see and talk through the skeletal figurehead (area D2
                                                
                                            
                                                
                                                    ), his own corpse below deck (area D17), or the hellfire orb mounted on the mainmast (area D3). The death knight has Wisdom (Perception) modifier of +3 and a passive Wisdom (Perception) of 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Death Knight’s Soul The soul of the death knight Emberlost is bound into the dreadnaught’s bones. As a sentient, undead creature, Emberlost can see and talk through the skeletal figurehead (area D2
                                                
                                            
                                                
                                                    ), his own corpse below deck (area D17), or the hellfire orb mounted on the mainmast (area D4). The death knight has Wisdom (Perception) modifier of +3 and a passive Wisdom (Perception) of 13. The death
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories. A death dragon’s bones burn with violet Cataclysmic fire, which it can
                                                
                                            
                                                
                                                     painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to destroy the would-be memento. Lesser Death Dragon
 Large Undead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , Stealth +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
 Languages Elvish, Sylvan
 Challenge 2 (450 XP) Proficiency Bonus +2
 Death Burn. When the darkling elder dies
                                                
                                            
                                                
                                                     +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
 Languages Elvish, Sylvan
 Challenge 1/2 (100 XP) Proficiency Bonus +2
 Death Flash. When the darkling dies, nonmagical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sit on beds and debate the finer points of magic. Each gish uses a crystal orb as an arcane focus and fights to the death.
 Window Slits. Four 2-foot-long, 6-inch-wide window slits offer views of
                                                
                                            
                                                
                                                     stars, the planet Toril, and the occasional spectacular sunrise.
 17c. Arcane Training Ground The scorched remains of straw dummies crafted to resemble illithids are scattered around this rough-walled octagonal room. Burn marks from spell training cover the walls, floor, and ceiling.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Cultists Doomsayers and Fanatics Habitat: Any; Treasure: Individual, Relics Aurore Folny  A death cultist and his followers summon Orcus, Demon Lord of Undeath Cultists use magic and extreme measures
                                                
                                            
                                                
                                                     Cultist Agendas table to inspire what a cultist seeks to achieve.  Cultist Agendas   1d6 The Cultist Strives To...   1 Bring about the end of a dominant order, an age, or the world. 2 Burn away the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     character who examines the bodies and succeeds on a DC 10 Wisdom (Medicine) check reveals that four drow are covered in burn marks consistent with lightning strikes, three were torn to pieces by large claws, and one was crushed to death (a victim of the behir’s coils).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Flaming Skeleton Flaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead. Flaming Skeleton
                                                
                                            
                                                
                                                     12
 Languages Understands Common plus one other language but can’t speak
 CR 3 (XP 700; PB +2)
 Traits
 Death Burst. The skeleton explodes when it dies. Dexterity Saving Throw: DC 12, each creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , Stealth +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
 Languages Elvish, Sylvan
 Challenge 1/2 (100 XP) Proficiency Bonus +2
 Death Flash. When the darkling dies
                                                
                                            
                                                
                                                    , nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , Deception +3, Perception +6, Stealth +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
 Languages Elvish, Sylvan
 Challenge 2 (450 XP)
 Death Burn. When the darkling elder dies
                                                
                                            
                                                
                                                     Acrobatics +5, Deception +2, Perception +5, Stealth +7
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
 Languages Elvish, Sylvan
 Challenge 1/2 (100 XP)
 Death Flash. When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ). DEATH HOUSE’S FEATURES
 Death House is aware of its surroundings and all creatures within it. Its goal is to continue the work of the cult by luring visitors to their doom. Various important features
                                                
                                            
                                                
                                                     working oil lamps or fireplaces. 
 Characters can burn the house to the ground if they want, but any destruction to the house is temporary. After 1d10 days, the house begins to repair itself. Ashes sweep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , they relish every opportunity to set flammable things alight, delighting in igniting paper, wooden structures, and explosives. Magmins are dangerous even in death, since they explode when they’re
                                                
                                            
                                                
                                                     other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     possess. Gnoll/Cultist Physical Features  d12 Physical Feature   1 Missing an arm 2 Infested with maggots 3 Fur matted with dried blood 4 Missing an eye 5 Walks with a severe limp 6 Covered in burn
                                                
                                            
                                                
                                                    . 4 I have stopped using language and instead rely on growls and shrieks. 5 I have no fear of death and welcome it in battle. 6 My berserk fury makes a rabid dog look gentle.  Gnoll/Cultist Ideals  d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     monuments, tombs, and pyramids of past golden ages litter Har’Akir. These countless tombs are interconnected, forming a vast, semi-hidden underground network called the Labyrinth. Akirran death rituals call
                                                
                                            
                                                
                                                     for removing the heart, draining the body of blood, and wrapping the remains in linen. These methods preserve the body so the pharaoh might call it to service. It is a crime to burn the dead. Akirrans
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     table when planning adventures in this domain. Mordent Adventures    d8 Adventure 
     1  An alchemist discovers a way to “burn” spirits to provide fuel for magical fire. Several spirits seek the
                                                
                                            
                                                
                                                     party’s aid in preventing their second death. 
   2  A noble seeks help as an undead ancestor tries to prevent the noble’s marriage to an “unsuitable” partner. 
   3  The spirits of two lovers whose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Giants of the Star Forge
                                                    
                                                
                                            
                                                     Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
                                                
                                            
                                                
                                                     fire, poison
 Condition Immunities exhaustion, poisoned
 Senses passive Perception 15
 Languages Giant, Ignan
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Death Burst. When the cinder hulk dies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
                                                
                                            
                                                
                                                     fire, poison
 Condition Immunities exhaustion, poisoned
 Senses passive Perception 15
 Languages Giant, Ignan
 Challenge 7 (2,900 XP) Proficiency Bonus +3
 Death Burst. When the cinder hulk dies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Death House. Séance Robson Michel  Sarusanda interrogates a deceased cult member to learn more about the activities in Death House Pungent sticks of incense burn around this room’s perimeter. Sarusanda
                                                
                                            
                                                
                                                    Meetings with Sarusanda The characters occasionally reunite with Sarusanda as they explore Death House. Each time you roll this result on the Death House Encounters table, run one of the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder’s control. Because there is no limit
                                                
                                            
                                                
                                                     to the number of zombies a death tyrant can animate and control, it can pack its lair so full of undead that there is little space for anyone to walk, creating a shambling barrier of cadaverous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     Trecena, where he serves as Councilor of Arms. The public gave him the moniker Astaverde (meaning “green horn”) for his jadeite prosthetic horn. Following the death of his mother, a celebrated military
                                                
                                            
                                                
                                                     the mine and the township. He talks of hearing reports of a disease festering in town and says he plans to burn the abandoned houses to prevent it from spreading. He is dismissive of any suggestion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. To rise like a phoenix from the ashes — so many use
                                                
                                            
                                                
                                                    ., passive Perception 15
 Languages  —
 Challenge 16 (15,000 XP)
 Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     then bury or burn them. Three ravens is always a good sign. It is good luck to spit where you are about to sleep. Gnome bones can ward off diseases if they are worn. Don’t stand inside a ring of
                                                
                                            
                                                
                                                    , grayish-white ash to represent death, and charcoal to represent darkness. The unwritten laws that govern the status of individual orcs within a tribe are manifested to a degree in how each orc uses
                                                
                                            
                                        





