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Returning 35 results for 'masks some with only after flows for light'.
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Monsters
Quests from the Infinite Staircase
":"force"} force damage.
Spellcasting. The champion casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: Light, Mage Armor (self only), Mage
worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras
Equipment
druids use wychwood wands for their spellcasting. It is said that wychwood trees only grow in a few groves where spirits are plentiful, places where magic flows from the ground, and where the light of the full moon can touch their branches.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
DC 15):
At will: detect magic, fog cloud, light, minor illusion
3/day each: invisibility, silent image, suggestion, tongues
1/day each: gaseous form, major imageSmiling ones are cloud giant;cloud
consider beneath their dignity.
Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a
Monsters
Quests from the Infinite Staircase
spellcasting ability (spell save DC 12):
At will: Light, Mage Hand, Minor Illusion
1/day each: Charm Person, Disguise Self, Silent ImageThe common members of the Mages of Usamigaras use their magical
hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their
Monsters
Waterdeep: Dungeon of the Mad Mage
death.Unless he is incapacitated, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:
Blood flows from Fazrian's eyes until
on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.
Blinding magical light springs from Fazrian's eyes until initiative
Monsters
Bigby Presents: Glory of the Giants
):
At will: detect magic, fog cloud, light, minor illusion
1/day each: dream (as an action), gaseous form, major image
Thunderous Clap (Requires Cloud Rune). The giant magically summons a thundercloud
half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Both the space it leaves and its destination must be in dim light or darkness.
Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save
will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
(at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
Water flows pure within 3 miles of a ki
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
throughout. Death Masks. The walls of the Mortuary are adorned with thousands of death masks imprinted with the faces of Sigil’s dead. Planar magic flows through the masks, allowing spellcasters to
Monsters
The Book of Many Things
.
Spellcasting. The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):
At will: Light, Spare the Dying, Thaumaturgy
medusa’s lair.
3
Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.
4
Seek out a new generation of
Magic Items
Princes of the Apocalypse
reaches the edge of the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.” Through this mask, a character sees a ray of blue light falling onto the left hand of the statue in area 12B.
When the masks deliver their curses (see area 12B), any character who has looked
sculpted relief shows a monkey-like creature tearing into a giant serpent. Cuneiform inscriptions are carved above and below the relief. Four masks of painted stone protrude from the walls; they depict
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
The Cavern When the characters look into the chamber, read or paraphrase the following text. A human and an orc dressed in light armor huddle in an alcove in this area. On the west side of a passage
leading north, a fast-moving stream flows south. One of them, the human and smaller of the two, is missing a boot and is avoiding putting weight on a bandaged foot.
Surprise
If the bandits are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from which radiant energy flows throughout the multiverse to fuel light and life. This rift, an incandescent slash in the cavern’s “sky,” is known as the Radiant Sun. It floods the vast cavern with
light and unchecked life. Fed by this sun, the cavern is a sprawling tropical jungle ecosystem where massive creatures thrive.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inner light infused by the sun, and the water flows throughout the rest of the cavern in lesser rivers and streams. The waterfall sheds dim light for 30 feet. Water downriver of the falls sheds dim light for 5 feet.
sheds bright light that counts as sunlight, raising the temperature in the jungle to about 100 degrees Fahrenheit. At night, the light fades to dim light and doesn’t count as sunlight. The cavern’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
City Sections Conch is built around the river, which flows eastward from the Columns of the Sky mountains. It is surrounded by heavy fortifications and divided into three main sections. Brief
of carousing echo from these grand homes, their nighttime displays of magical light belying the suffering elsewhere in the city. Mines. The mines’ surface overlooks an open quarry latticed with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
the flames come from haystacks and barns, not from homes or shops. The Stream. The stream that flows past Greenest is shallow (seldom more than 3 feet deep) with a gravel bottom, so characters can move
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
areas in the lair are subject to extreme cold (see the Dungeon Master’s Guide). Freezing River A subterranean river flows through several areas in Challidax’s lair (D16, D11, D10, and D5) before
current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature’s turn. Light Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
curtain of light flows between the two alcoves. Dimly visible on the other side of the curtain are more descending stairs. The curtain has no effect on creatures that move east to west (from area K88 to
the stairs behind them. A Small creature can squeeze behind and around one of the bronze statues to circumvent the light curtain.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the ceiling in the tower is 200 feet high. Lighting The tower’s interior is dark. Area descriptions assume the characters have a light source or some other means of seeing in the dark. Masking
Chittering The winds of Pandemonium aren’t audible within the tower, so they don’t impede hearing. However, noisy chittering from a million tiny vermin echoes throughout. The chittering masks noise from combat
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
passages have steeply sloping ceilings that create stalactite-covered chambers rising 20 to 30 feet above the floor. Light Areas H1 and area H2 are outside. The rest of the cave complex is dark unless
stated otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source, such as a torch, a lantern, or a light spell. Stalagmites These upthrust spires of rock
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the hold is warped near and above the well. Within this area, glistening stone flows like viscous liquid, sickly purplish radiance gleams at the edge of perception, and the air has an acrid taste
defaced and illegible. Well. A giant-sized well in the keep’s deepest level plunges a seemingly infinite depth. Faint purple light shines from the depths, and psychic whispers caress the mind of anyone who peers into the depths. A 5-foot-high wall surrounds the well.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
42. Kubazan’s Tomb A four-columned portico juts out from the far wall, beneath which a stone sarcophagus rests in a wall recess. Four ceramic frog masks hang in niches around the sarcophagus. Beneath
the masks, humanoid bones are strewn across the floor. To the east, a large carving of a tentacled frog-monster squats above a shrine. Offerings lie on a shelf before it. Four rectangular frescoes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the north and east lies a mist-shrouded valley with dark woods, a small town, and a lonely windmill on a precipice. To the south, a river flows through a foggy marsh. To the west, between rocky hills
Abbey of Saint Markovia in Krezk (chapter 8). Lighting the Beacon When the skull of Argynvost is placed in the dragon’s mausoleum (area Q16), the dragon’s spirit transforms into a brilliant light
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, doing and saying things that even other knavish folk consider beneath their dignity. Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more
like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants’ place in the ordning—second to storm giants. The masks serve
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Navigating the Sewers The sewers have no natural light. Characters without darkvision need light sources to see. A putrid stream flows along this sewer tunnel, which leads in two directions. In one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet below the floor level of the surrounding dungeon. The canals are 15 feet deep. A sluggish current flows southward down both canals from the waterfalls at area C25. A character who falls into a canal
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check to force open. Light. During the day, the windows provide bright light for most interior spaces. At night, no lights are lit. The mines are unlit as well. Locks. A lock requires thieves
’ tools and a successful DC 15 Dexterity check to open. Treasure. Sacred Stone monks are ascetics and don’t collect individual treasure. Their gilded tin masks are worthless. For the more worldly
Monsters
Fizban's Treasury of Dragons
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons’ psionic nature is evident in the horn and bone structures of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor. Light. Areas 1 and area 2 are outside. The rest of the complex is dark unless stated
otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source. Rubble. Areas of crumbling rock and gravel are difficult terrain (see “Difficult Terrain” in the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. In this case, the once-active volcano has now lapsed into dormancy. Its lava flows have cooled into a blackened, alien landscape. Ash coats the slopes of the caldera, picked up by the weird swirling
blizzard. The shadow dragon prowls the region during these hazes, rendered all but invisible by the eddies of ash. In the heart of the lair, even the brightest light is muted, and creatures find their
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade dress code requires attendees to come in formal costumes with masks. Costumes can take a wide variety of forms, but they can’t suggest any specific college affiliation. Otherwise, style
magical colleges. Magister Kollema of Lorehold College recognized that shared experiences and culture created more unity than merely attending the same classes. In light of this, he proposed the first






