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                        Returning 35 results for 'gentle constant location'.
                    
                
                        
                            
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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You
                                                
                                            
                                                
                                                     instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair
                                                
                                            
                                                
                                                     of the following effects:
Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
                                                
                                            
                                                
                                                    , can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.
If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ;s victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to
                                                
                                            
                                                
                                                     worshipers dedicated to Pharika previously hoarded secrets and engaged in dark rituals.
Island of Potent Magic. Although Skathos’s location remains a mystery, stories tell of the island’s
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
                                                
                                            
                                                
                                                     is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragon’s control. A lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
                                                
                                            
                                                
                                                     dragon.
Moonstone Dragon Lairs
Often, a moonstone dragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     (Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
                                                
                                            
                                                
                                                    , a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next
                                                
                                            
                                        
                                                    Storm Giant Quintessent
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted
                                                
                                            
                                                
                                                     giant's presence, which creates one or more of the following effects:
High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
                                                
                                            
                                                
                                                     location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Weather The Infinite Staircase doesn’t have seasons. Its ambient temperature remains constant, comparable to a cool autumn evening with a gentle breeze and breathable air. Storms and extreme weather effects, except those caused by the staircase’s denizens and their lairs, are virtually nonexistent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Exploring This Level All location descriptions for this level are keyed to map 17.  View Player Version The caverns surrounding the mind flayer colony are dark and damp. The space occupied by the
                                                
                                            
                                                
                                                     colony is smoothly carved from solid stone. Throughout this level, adventurers hear the constant thunder of the underground river, which is especially loud in area 12 and slightly less so in areas 16 through 20.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb
                                                
                                            
                                                
                                                     Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     effects within range. OLGA DREBAS  A sprite casts Druidcraft
 to make flowers blossom Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location
                                                
                                            
                                                
                                                     flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
                                                
                                            
                                                
                                                     clothes approach your group from around the side of the prison. His deep blue face bears a gentle but concerned expression. He raises his hand to hail you and speaks in a low tone as his eyes take in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     between Fiends is a constant threat on most of the Lower Planes, even when it is incidental to the missions that bring characters to those planes. A simple quest to find a treasure lost in Hades
                                                
                                            
                                                
                                                     on itself, they still take steps to minimize the threat to the rest of the multiverse. Whenever the Blood War spills into a location outside the Abyss and the Nine Hells, angels and other emissaries of the gods—including mortals of exceptional valor—stand ready to intervene.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     drow in their refuge. The constant fear of punishment, from one’s mistress or another, more powerful drow, keeps most slaves obedient, even when they aren’t directly supervised. The great cavern of
                                                
                                            
                                                
                                                     the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     application. He is just as likely to reward the shrewd general seeking to topple a polis as a gentle healer searching for a cure for a malady. Good and evil don’t color his thinking, only action and the thrill
                                                
                                            
                                                
                                                     constant, makes the ideal counter to the wise yet temperamental Keranos. Another interesting relationship exists with Purphoros. The passions of the divine blacksmith run hot, as does the need to create. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
                                                
                                            
                                                
                                                     (−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
                                                
                                            
                                                
                                                     (−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Special Delivery The two agents remain engaged in a constant war of espionage against one another. Even their couriers (both neutral human spies) compete to deliver their respective invitations first
                                                
                                            
                                                
                                                    . 
   13–24  Lynx’s courier arrives just ahead of Sir Ursas’s courier. After delivering the invitation, the first courier waits nearby to ambush the second, in a location obvious to the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     also a prime location for pickpockets and spies. Most days, wealthy petitioners are turned away and must seek other means to solve their problems. Inner Butterfly Court The north side of the city is
                                                
                                            
                                                
                                                     the city. At the Office of Authenticity, imperial artificers apply intricate identifying marks to each piece. Despite this, counterfeiting is a constant problem. The Old City Over the centuries, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     their high prices, for a public walkway along the cliff’s edge offers pedestrians ample opportunity to enjoy the view. The North Ward’s colors are green and orange, and its mascot is the gentle white
                                                
                                            
                                                
                                                     Waterdeep  Deity or Deities Temple Name Location   All deities Holyhands House North Ward All elven deities Temple of the Seldarine Castle Ward Gond House of Inspired Hands Sea Ward Helm Helm’s Hall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Birthplaces and Hometowns Your character might hail from a location steeped in giants’ history and primordial magic. From ancient ruins to underground caverns to elemental nexuses, this section
                                                
                                            
                                                
                                                    . You may have encountered giants during your time underground—particularly families of gentle stone giants or talented smithing guilds of fire giants. To you, the surface world is just a long
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     marching order, and read the following text to that character’s player: You feel a gentle tap on your shoulder but see nothing behind you. If the character who is touched by Ezmerelda reacts in an
                                                
                                            
                                                
                                                     darkness. Rahadin directs the characters to a random location in the castle, determined by rolling a d6:  d6 Location   1 Chapel (area K15) 2 Audience hall (area K25) 3 Study (area K37) 4 Tower roof (area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires
                                                
                                            
                                                
                                                    , becoming Strahd’s adviser and constant companion.
 In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
                                                
                                            
                                                
                                                     wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
                                                
                                            
                                                
                                                     wind in one corridor or room. Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Couatl Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins. Divine Caretakers. Couatls were
                                                
                                            
                                                
                                                     sense its emotions, read its thoughts, or detect its location.
 Actions
 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                      Cleric Level Spells   1st bane, false life 3rd gentle repose, ray of enfeeblement 5th revivify, vampiric touch 7th blight, death ward 9th antilife shell, raise dead   Circle of Mortality At 1st level
                                                
                                            
                                                
                                                     an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or
                                                
                                            
                                                
                                                     giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     blot on the natural world. Life, the one thing that can’t be spontaneously created from the stuff of Limbo, is driven away from the location in a wave of dread. Depending on the size of the citadel
                                                
                                            
                                                
                                                     efforts to the constant campaign against the githyanki, the githzerai’s enmity for the illithids is even older. On one thing the githyanki and the githzerai can agree: the mind flayers must pay for what
                                                
                                            
                                        





