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Returning 35 results for 'dense instead are billowing'.
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Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its
.
A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from
Monsters
Bigby Presents: Glory of the Giants
Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects.
Siege
have the deafened condition for 1 minute.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
Monsters
Fizban's Treasury of Dragons
, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.
Dying draconian masterminds are a sight to behold
of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
waterfall spills into a pool, billowing forth clouds of cold mist. A great stone bridge spans the canyon nearly one thousand feet overhead. If the characters are on the high road instead, read: You follow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
vessel above Janya began several days ago. Zisatta remembers the name Girscamen and says the Billowing Patrol knows the location of its wreckage. Unexpected Interruption Before the characters can share
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
The Last Breath The will-o’-wisp leads the Second Wind to Gargenhale’s flagship. If the characters aren’t looking for Gargenhale, he finds them instead. In either case, the following scene occurs
after a day’s travel: You are caught in a cosmic storm. Lightning flashes through dense blue and purple clouds, illuminating the silhouette of a galleon with torn, flapping sails. Ghastly mariners stand
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, rancid yellow vapor that hangs above the district and coats its walls and roofs with a greasy film. The dense population of the decaying district makes the waters around the port swirl with sewage
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They
saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune
Compendium
- Sources->Dungeons & Dragons->Monster Manual
displacer beasts begin stalking prey, they can’t be deterred until either they or their quarry is slain. While displacer beasts commonly inhabit dense forests, they might pursue travelers across great
)
Traits
Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the following: The path ends at a clearing before an immense waterfall. It cascades down the tepui’s cliffs into a pool coated with oily, gray slime. Dense mist hangs above the pool.
The water of
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke.
The iron gates are unlocked but squeal loudly when someone opens them. Two gate guards are on duty, but
feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf’s ear, and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the wig shop and the characters’ point of entry into the cellar complex. Misty Sewers The dense fog from outside settles in the sewers, and areas B2, B3, and B4 are lightly obscured. Necromancer
through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. He has the animate dead and blight spells prepared, instead of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
1. Office of the Artificer This entrance opens up to a large stone chamber. At the far end, an intense-looking man stands behind a large stone table covered in a dense layer of plans, drawings, and
there. They must then help those operatives complete their mission to steal the gemstone eyes from the temple’s greatest statue. The characters can instead travel to the temple to facilitate a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, three massive trees have grown together, their trunks entwining overhead. A hollow between them forms the interior of a dwelling, with thick branches acting as its roof. Dense patches of mushrooms grow
this evil unicorn. They do not want Banrion killed, however. Instead, if the characters can capture the unicorn, Mother Stag claims that they can undo her corruption—and perhaps even convert her to more
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, you stumble upon the scene of a recent battle. The woods press close to the trail here, with a steep embankment and dense thickets on either side. Two horses wander the road, sniffing at ransacked
them unconscious instead of killing them. A character can use any weapon that deals bludgeoning damage (including an unarmed strike) to knock a goblin unconscious, succeeding if the attack deals enough
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
4. Fungi Thicket This tunnel juncture is blocked by a thicket of fungi. The thicket is an ecosystem unto itself, with its own challenges for those who wish to cross it. A dense fungi forest blocks
to move through patches of mold and fungi instead of trees. Once it casts this spell, the infected creature can’t cast the spell again until it finishes a long rest.
Any creature infected with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy
instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. Corpses of those slain by russet mold grow
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the following features: Swampy Lake. Abutting the chapel is a swampy lake where the dragon sleeps. The foul water stinks of dead fish and rot, while the dense foliage and scraggly trees along the
Effects Any of these effects might appear in the area around a black dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Ennui. Creatures that spend a year within
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
features: STACEY ALLAN, WILL DOYLE Map 1.1: Woodland Pool View Without Tokens View Player Version Bushes. The dense foliage around the pool is Difficult Terrain. Magic Portal. Any creature that moves
action (see appendix A), a character can convince Grump by succeeding on a DC 12 Charisma (Intimidation or Persuasion) check. A character can instead make a DC 12 Charisma (Deception) check if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
. The characters encounter one or more Hostile creatures. For example, marching through a burning forest instead of circling around it might prompt an encounter with raging fire elementals. Damage. The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
Barthen’s Provisions, return to the ambush site, and find the goblins’ trail. The characters might capture one or more goblins by knocking them unconscious instead of killing them. A character can use
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Forest Shrine Forest shrines honoring Nylea are found in the woodlands of Theros. These places have few features made of stone or steel. Instead, the druids and nymphs who care for the shrines use
weapons hang from the tree’s branches alongside a beehive. South of the tree is a firepit with a few boulders surrounding it for seats. Nearby, a dense, flowering bush shaped as an altar stands
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
other things. They have no known physical forms, instead preferring to roister along in commandeered vessels, such as willing party guests, animated statues, or meticulously trimmed topiary hedges
The gate to Arborea rests in the dense forest that encircles Sylvania. The woods nearest the town are jovial and bright, but farther out, they fill with darkness, mystery, and even violence. Unlike the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
space the cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle
Bonus +7
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of street network that tends to delineate most large settlements; instead it has a single street running inside the circular town wall, and another pair of straight roads crossing the town north-to
food in such an establishment is odd — a great deal of mushrooms, potatoes, turnips, dense lichens, and stews made of shrews and voles — but filling and tasty in its own way. The chambers in these
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ancient structure. The first flights of steps are choked with creepers, tree roots, and flowering vines. It might have been surrounded by a city long ago, but the jungle is so dense that it would take
the ladder. A rope-and-hook thrown up to catch the edge always falls short. Casting teleport or misty step moves the caster sideways instead of up to the next level. Bypassing the tests by any means is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
three Brelish soldiers who were transformed by the strange magic of the Day of Mourning. Use the fomorian stat block for each soldier, except they are Large instead of Huge. The cowardly soldiers make
the saving throw fails by 5 or more, the creature is unconscious for 1 hour instead. The creature wakes up if it takes damage or if another creature uses an action to wake it. Sleeping Ghost. The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
Game Trail
You spot a regal elk on the trail beside a dense thicket. Startled by your
fails—Pral and his bandits start combat! If this check had instead been made with Advantage, it would have succeeded.
On a successful check, Pral lets the characters pass unharmed. On a failed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
report dense rainforests, severe tropical storms, steamy wetlands, and a fetid swamp (called the Pelisso Swamp). Adventurers are sometimes lured into Hepmonaland’s rainforests by ancient ruins, including
cinders from the nearby Hellfurnaces. Land of Black Ice. Those who have ventured far north of the Burneal Forest tell of a strange phenomenon. Instead of normal stark-white snow and translucent blue
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here wander the ruins. The power of the air node imbued them with elemental energy, so their attacks deal lightning damage instead of necrotic. They attack any creature that enters the cavern. N6
movement instead of 2. The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
malfunctioned when the ship crashed, and now teleportation magic used within the wreck is warped. Instead of teleporting creatures, the magic instead spawns a portal that leads somewhere else in the
sailors are Celestials instead of Humanoids) are lounging here. The sailors are indifferent to the characters but jump into combat to protect themselves and their fellows. These sailors were lackeys






