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Returning 9 results for 'devices imagine are blade'.
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device imagine are black
divides imagine are black
devised imagine are blue
desires imagine are blade
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.
—Levity Quickstitch, Rogue
Animated Flying Sword Animated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the object behaves the same
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Imagine my surprise when the blade flew from his bony grasp!
Still got the scar.”
— Levity Quickstitch,
halfling rogue
Compendium
- Sources->Dungeons & Dragons->Monster Manual
of Brass a hub of trade between planes of existence. Imagine seas of platinum and liquid flame, the Crimson Pillar with fires hot enough to sear the gods, and the infinite delights of the City of Brass
. Now imagine what my master offers...
—Veyisvexvayn, magma mephit herald
Efreeti Large Elemental (Genie), Neutral
AC 17 Initiative +1 (11)
HP 212 (17d10 + 119)
Speed 40 ft., Fly 60 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
defines you, not what others assume about you. Everything D&D. Anything from any D&D setting and anything you can imagine might appear in Planescape adventures. Characters might encounter D&D’s
devices—will accompany you through this product. These magic items are detailed in chapter 1 of this book, and they offer details about remarkable realms and candid snippets from residents of the planes
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
devil’s claws. If removed, the shards lose their magical powers. Local teleportation-field bracelets encircle the devil’s arms and tail. These devices allow the Grand Master to make its claw and
these changes: East Wind is armed with a longsword that is a polymorph blade (see appendix D), granting him the following attack: Polymorph Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
saving throws against spells and other magical effects.
Actions
Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade. Melee Weapon Attack: +9 to hit
prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette. The most trusted high
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
check is required to disarm a simple trap. Imagine how your trap operates, and then think about how the characters could overcome it. More than one kind of ability check might be possible. Some traps are
scything blade can be broken, a sliding block can be held in place, or a net can be torn apart. A magic trap can be disabled by someone who can undermine the magic used to power it. Typically, a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Dexterity check using thieves’ tools. The chest is trapped with a swinging blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check
is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it, triggers the trap. When triggered, the trap swings a short scything blade from its bottom
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the coldest hell you can imagine. Every surface inside the crypt is covered with thick, brownish mold. A patch of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon
Baron Drüf lying atop a marble slab. Treasure. Hidden under the brown mold next to the baron’s bones is a luck blade with one wish remaining. If a creature uses the wish to try to escape from Barovia






