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Returning 35 results for 'directions instantly are blade'.
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Monsters
Monster Manual
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Pact Blade"}, reach 5 ft. Hit: 10 (1d10 + 5);{"diceNotation":"1d10
Monsters
Monster Manual
. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of
magical effects.Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Flame
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Surtur. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the
’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->Tales from the Yawning Portal->a2
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
smith’s mark, and tells them that it was discovered near a rocky hill called the Stone Tooth. Baron Althon provides directions and promises to reward the characters richly for each of Durgeddin’s blades
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Abyssal; telepathy 120 ft.
CR 16 (XP 15,000; PB +5)
Traits
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving
on every turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks and uses Constrict.
Pact Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of the balor’s turns, each creature in a
balor has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the stonework in a wider area around it. An area of battering winds that emanates from a magic altar could stir the air less dangerously for hundreds of feet in all directions. Obstacles d20
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Yeenoghu to devour the blade. The holy power of the citadel resists the scab’s attempts to fully engulf it and make it one with Avernus, leaving the top of the citadel visible. The characters get
directions to this location from Bel or Olanthius in chapter 3. Yeenoghu’s demons carve tunnels through the scab as they search for a way to free Crokek’toeck and break into the Bleeding Citadel, which is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of the balor’s turns, each creature in a 5-foot Emanation
on saving throws against spells and other magical effects.
Actions
Multiattack. The balor makes one Flame Whip attack and one Lightning Blade attack.
Flame Whip. Melee Attack Roll: +14, reach 30
Compendium
- Sources->Dungeons & Dragons->Legendary Magic Items
Humanoid killed in this way instantly transforms into a zombie (see the Monster Manual). The zombie obeys the commands of the horn’s creator, the lich Szass Tam. Once you use the horn’s property, it
can’t be used again for 1 year. Red Wizard Blade Weapon (Dagger), Legendary
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
restricted to the Darklake District, and the characters have better luck asking other outsiders for directions rather than trying to engage the duergar locals. They are directed to the Blade Bazaar if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with Vanrak. The friendship finally ended when Vanrak destroyed himself with a sun blade, leaving Umbraxakar and the remnants of Shar’s wicked cult to fend for themselves. Visions of Umbraxakar As
encounter magical projections of Umbraxakar. These shadowy images take the form of harmless, dragon-shaped clouds of black fog. A projection that is targeted by a dispel magic spell or touched by an antimagic field is destroyed instantly. It otherwise cannot be harmed.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
guard at the center of the bridge, scanning in all directions.
Each bridge is guarded by an infernal force tasked with cutting off any assistance between the east and west sides of the city. Each
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Spear, Kalyth gives the party directions to Ialos (see “Ialos” earlier in this chapter). She adds that the town’s most prominent structure is a large metal windmill that glints faintly in the mist
. Blade Scouting Party As they pass between scorched thickets, the characters are ambushed by violent followers of a bloodthirsty warmonger called the Lord of Blades. These scouts have orders to search
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
instantly turned to dust, as if affected by a disintegrate spell. Such a sword loses its magical properties if removed from Spelljammer Academy. Security guards refuse access to anyone not wearing the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blade or Hurl Flame in any combination.
Heated Blade. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage plus 13 (2d12) Fire damage.
Hurl Flame. Ranged Attack Roll: +8, range 120 ft
instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Magic Resistance. The erinyes has Advantage on saving throws against spells and other magical effects.
Magic Rope. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The marilith has Advantage on saving
throws against spells and other magical effects.
Reactive. The marilith can take one Reaction on every turn of combat.
Actions
Multiattack. The marilith makes six Pact Blade attacks and uses
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Directions” section. The three erinyes are hoping to take down a goristro: a minotaur-like demon that carries demonic legions and rare treasures through the battlefields of the Blood War. They need someone to
instantly, expending all the coin’s remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, giving the vehicle 24 hours of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gloom flies a rusty blade, followed by another! If more than two flying swords are encountered, the others aren’t far behind. These weapons drift about the castle and attack intruders within range of
the way, he declines. If the characters ask for directions, he tells them whether they need to ascend, descend, or remain on the level they’re at. If they attack him, he fights to the death. Otherwise
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
terms of “left” or “right” rather than cardinal directions. The contents of the areas between the mists are detailed below. P14a. A leather sack containing 102 gp lies against one wall of this
detect the stench of rotten flesh from the north. If the top chest is opened, it sprays poisoned darts in all directions. Each creature within 10 feet of the chest must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
group of students from Morgrave University moves through the street, asking for directions to Dragoneyes. 69–72 You turn down an empty street. A door suddenly materializes on a nearby building that
your gods." 10–12 An elf riding a pegasus with bulging saddlebags asks you for directions to the Aurora Gallery. 13–15 Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to the obelisk, it is instantly absorbed, repairing a crack on its surface. Red Dragon Egg The egg atop the northeast mesa is an unhatched dragon egg that the Gray Ghosts stole from the Keepers of the
the egg to Themberchaud. XP Awards Taking the coin and the notebook to Ylsa Henstak in the Blade Bazaar fulfills her quest and earns the characters 100 XP each. If the characters describe the obelisk
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Languages All; telepathy 120 ft.
CR 10 (XP 5,900; PB +4)
Traits
Exalted Restoration. If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving
three times, the djinni can’t do so again for 365 days.
Actions
Multiattack. The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination.
Storm Blade. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, crudely butchered. Beside it is a blade in the shape of a paring knife the size of a longsword.
Garagai used this room to carve up whales and harvest their oil. Treasure. An alcove west of the
, extends 1 mile from it in all directions, and lasts for 8 hours. This property of the throne recharges after a tenday. If the ice throne is destroyed, it ceases to be magical. The throne has AC 13; 80
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Bonus +7
Awakening of the Scion. The cradle is a container for the scion of Grolantor. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the
cloud wisps. The scion instantly appears in the space the cradle occupied and uses the cradle’s initiative count.
Flyby. The cradle doesn't provoke opportunity attacks when it flies out of an enemy’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Infernal, thieves’ cant
Challenge 2 (450 XP)
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler’s blade longsword (see appendix D).
Bardic Inspiration
spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): blade ward, vicious mockery
1st level (4 slots
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
been here for years. Anyone who examined the thin, gray liquid in the cave entrance realizes that the white powder is residue from this liquid. The corpses are Cyran soldiers who were instantly killed
yet, Glaive and one of her blade scout companions attack the characters from both ends of this narrow tunnel. After all combatants have taken a turn, the attackers flee into Landro and hide for another
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth
attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): acid splash, blade ward, light, mending, mold earth*
1st level (4 slots): expeditious
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
coffer without disarming the trap, or failing to disarm it, triggers the trap. When the trap is triggered, a short blade thrusts from the coffer, stabbing any creature next to the coffer’s lock. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
) with engravings of a wolf’s head on each side of the blade, a heavy platinum statue of Miska triumphantly raising his arms (worth 120,000 gp), and two huge gold fangs inset with enormous rubies (worth
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
four heads to watch in all directions. If the guard at the gate sounds the alarm, these creatures move to hold the mouth of the entryway until help arrives from area 3, area 18, or areas 21–25. The
running along its blade when it is swung. The king wears a necklace of coral skulls and has a broad girdle set with small gems. Around his shoulders is a cape made of white dragon hide. When he sits on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
dagger with a malachite blade (250 gp). The other chest also contains a potion of resistance (fire) in a vial made from a hollowed-out dragon’s fang. B19: Storeroom Boxes, barrels, crates, and sacks are
the brazier’s inside rim. B27: Vestibule Woven carpets line this corridor, which has doors leading in all four directions. Two large statues of efreet warriors stand sentinel here, one at either end of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
here as well, and one of them has cast the Arcane Lock spell on the south door to buy time. Confronting Piyarz. If the characters don’t attack instantly, Piyarz announces he’ll “generously” give them
to the svirfneblin forge and exchange it for a set of books—the smiths will know which ones. Shalfey gives the party directions and promises to reward each character with a magic item from his treasury






