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Returning 35 results for 'flowers area'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/day: blindness/deafness
Theft of Nerves (1/Day). The faerie unleashes a burst of mind-muddling magic in a 15-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or
stinging poison.
Tarry not in Tuinvale, Ignore the flowers’ heady scents. Take no thing, stay to the trail, Lest the fae seek recompense.
—To Walk the Wilds
Faeries
The faeries of
Monsters
Icewind Dale: Rime of the Frostmaiden
);{"diceNotation":"4d6","rollType":"damage","rollAction":"Polar Ray","rollDamageType":"cold"} cold damage.
Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area
all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar
Monsters
Icewind Dale: Rime of the Frostmaiden
damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of
;s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
Monsters
Misplaced Monsters: Volume One
choice in the sphere can immediately end one of the following conditions on itself (creature’s choice): blinded, deafened, paralyzed, or poisoned. In addition, all soil in the sphere’s area
is enriched, restoring withered vegetation in the area to full health and causing all crops in the area to produce twice the normal harvest for the next year.
Spellcasting. The dandylion casts one of
Nolzur's Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting
creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as
Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting
creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as
Monsters
Misplaced Monsters: Volume One
. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Glitterstorm", "rollDamageType":"radiant"} radiant
points, the creature dies, and its body turns into glittery flowers.
Healing Rainbows. Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain’s choice
Delerium Chip
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Massive Cluster
Legacy
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
5
A prismatic burst of energy erupts in a 20-foot radius. Creatures in the area must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Carnivorous Garden Ahead, you see a bubbling fountain filling the pathway. Large bright flowers grow in the hedges on both sides of the fountain, each blossom shimmering in the light. The air
see that the shimmering of the flowers comes from a large pearl set into each one. However, if any of these carnivorous flowers is attacked, or if a character tries to remove a pearl from a flower, all
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Using Demogorgon Blood After the characters have gotten enough demogorgon blood, they can take it to the cavern with the flowers. If they pour the blood on one of the flowers, it bursts open
violently (anyone standing next to the flower must succeed on a DC 12 Dexterity save or be knocked prone), creating a cross-planar gate. Stepping through leads to area 1 of the lair of the thessalhydra.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Carnivorous Garden Ahead, you see a bubbling fountain filling the pathway. Large bright flowers grow in the hedges on both sides of the fountain, each blossom shimmering in the light. The air
see that the shimmering of the flowers comes from a large pearl set into each one. However, if any of these carnivorous flowers is attacked, or if a character tries to remove a pearl from a flower, all
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ash. Finally, clusters of flame-colored flowers grow through the ashes here and there, particularly near the stone head.
The head, broken from the colossal statue at area V3, depicts Ozzadraz the
success, the character recognizes that an unnaturally massive bird of prey made the scrapes. Dragoneye Flowers The flowers are dragoneye flowers. The Burning Circle members believe that when dragoneye
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ash. Finally, clusters of flame-colored flowers grow through the ashes here and there, particularly near the stone head.
The head, broken from the colossal statue at area V3, depicts Ozzadraz the
success, the character recognizes that an unnaturally massive bird of prey made the scrapes. Dragoneye Flowers The flowers are dragoneye flowers. The Burning Circle members believe that when dragoneye
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Using Demogorgon Blood After the characters have gotten enough demogorgon blood, they can take it to the cavern with the flowers. If they pour the blood on one of the flowers, it bursts open
violently (anyone standing next to the flower must succeed on a DC 12 Dexterity save or be knocked prone), creating a cross-planar gate. Stepping through leads to area 1 of the lair of the thessalhydra.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K5. Chapel Garden At the back of the keep, behind towering buttresses and tall, boarded-up stained-glass windows, a small garden struggles to survive. Small flowers press skyward against the gloom. A
pair of large iron gates blocks the way to some kind of overlook. The large iron gates squeal loudly on rusted hinges when opened. Beyond them lies area K6.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K5. Chapel Garden At the back of the keep, behind towering buttresses and tall, boarded-up stained-glass windows, a small garden struggles to survive. Small flowers press skyward against the gloom. A
pair of large iron gates blocks the way to some kind of overlook. The large iron gates squeal loudly on rusted hinges when opened. Beyond them lies area K6.
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if
burst of energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
2. Main Hall A wide hall (area 2A) runs the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. Mounted on the wall above the fireplace is
a longsword (nonmagical) with a windmill cameo worked into the hilt. The wood-paneled walls are ornately sculpted with images of vines, flowers, nymphs, and satyrs. Characters who search the walls for
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and nearby
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
2. Main Hall A wide hall (area 2A) runs the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. Mounted on the wall above the fireplace is
a longsword (nonmagical) with a windmill cameo worked into the hilt. The wood-paneled walls are ornately sculpted with images of vines, flowers, nymphs, and satyrs. Characters who search the walls for
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
flowers.
Healing Rainbows. Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain’s choice in that area regains 18 (4d8) hit points.
Bonus Actions
Nimble Escape. Rain takes either the Disengage or the Hide action.
friendly creatures and punish evildoers, transforming the latter into glittering flowers. Rain Small Celestial, Lawful Good
Armor Class 15 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from the wagon’s tongue.
The wagon is home to a chwinga (see appendix D). The vegepygmies in the area are afraid of the chwinga and bring it gifts of flowers to appease its wrath. In truth, the
11. Chwinga Wagon An overturned wagon lies on the street ahead. Rotting flower petals litter the ground around it, and bees nest in its broken wheels. A freshly cut garland of jungle flowers hangs
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
flowers.
Healing Rainbows. Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain’s choice in that area regains 18 (4d8) hit points.
Bonus Actions
Nimble Escape. Rain takes either the Disengage or the Hide action.
friendly creatures and punish evildoers, transforming the latter into glittering flowers. Rain Small Celestial, Lawful Good
Armor Class 15 (natural armor)
Hit Points 60 (11d6 + 22)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from the wagon’s tongue.
The wagon is home to a chwinga (see appendix D). The vegepygmies in the area are afraid of the chwinga and bring it gifts of flowers to appease its wrath. In truth, the
11. Chwinga Wagon An overturned wagon lies on the street ahead. Rotting flower petals litter the ground around it, and bees nest in its broken wheels. A freshly cut garland of jungle flowers hangs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with a fetid purple radiance.
Elturel’s grand cemetery was once a beautiful memorial to those who had passed into the realms beyond. Picturesque flowers and grass framed the graves, statues, and
mausoleums that were once respectful reminders of the dead. When Elturel was pulled into Avernus, the cemetery’s flowers wilted and its stone monuments cracked. Then Gideon Lightward, a priest loyal to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fire snakes and two salamanders have ambushed three travelers from Etizalan. The three travelers use the priest stat block and fight to defend a wagon full of food, flowers, and colorful crafts. If
the characters defend the travelers, the Elemental creatures focus their attacks on the newcomers. The area within 25 feet of the overturned wagon is obscured by smoke, which can be dispersed by a