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Returning 35 results for 'melted some with only ashen from for light'.
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melee some with only aren from for light
melee some with only ashen from for light
Monsters
Mordenkainen Presents: Monsters of the Multiverse
more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.
Shadar-kai
equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
participant in the chase can take one action and move on its turn. The Ashen Heirs begin 120 feet ahead of the pursuers and 15 feet off the ground. Track the distance between the Ashen Heirs and the
pursuers, and designate the pursuer closest to the thieves as the lead. The lead pursuer might change from round to round. As the Ashen Heirs seek to escape, one controls the carpet while the other casts
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout Locations The following locations are keyed to map 11.2. Map 11.2: ashen heir hideoutView Player Version A1: Courtyard The temple’s courtyard lies in ruin, its stone paving
door can be forced open with a successful DC 20 Strength check, but doing so alerts the Ashen Heir veteran guarding the door in area A2. If the characters knock on the door or otherwise make
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.”
Artavazda saw how the characters distinguished themselves and offers to heal an injured character. The angel can answer questions about the Ashen Heirs, the Brightguard, or Atash (all are detailed in
rehabilitation and leads a voluntary gardening program for those serving time, cultivating goodness in folk who have lost their way. Personality Trait. “There is light in every soul. I am keen to purge
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
buzzing noise, the masked figures’ voices emanate from the contraptions, amplified over the cacophony of the crowd: “Down with tyrants! Let the embers light the way!”
Five masked anarchists (use the
spy stat block), members of a group called the Ashen Heirs, have interrupted the festivities to antagonize the Brightguard. As they do so, their attempts to stand atop stalls cause booths and tents to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
. Whenever the characters leave this area and return, there is a 20 percent chance that Hrossk, the fire giant metalsmith in area 11, is here to collect a choice piece of scrap iron and bring it to area 12 to be melted down and recast.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Background For about one week every three years, a mysterious lunar phenomenon bathes Akharin Sangar with light in the dead of night. Ancient magic causes the moon to blaze like the sun for a short
the Ashen Heirs have tormented the city with propaganda and violence, seeking to incite rebellion against Atash. The Brightguard struggles to maintain law amid the havoc. Stretched thin, the order
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
growth, clearly a young tree despite its prodigious size. This is the Worldroot Sapling, a spark of defiant life amid the remnants of dead plants and ashen ground. The sapling is a seedling from the
perseverance of life. The life energy of the sapling suffuses the ground in the clearing, and the light it sheds soothes weariness and eases pain.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem
Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Finding the Meteorite Characters who search the shore for the meteorite don’t find it, but it doesn’t take them long to find where the meteorite crashed: In the dim light of the distant sun, you see
shore, leaving a furrow of melted rock.
Characters can easily ascertain where the meteorite came to rest after tumbling down the mountainside. However, the meteorite is nowhere to be seen. Characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Feast Hall The double doors that lead to this room are coated with ice and can’t be pulled open until the ice is chipped away or melted (see area 6 for details). The room is 240 feet wide by 440
warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
surface of the stone here with a smooth, melted appearance. The lair has the following features: Concealed Entrances. Four sloping tunnels emerge onto the surface among the hills, concealed by brush and
dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
above the floor. Illumination. The repository’s scintillating walls shed bright light out to a range of 20 feet and dim light for an additional 20 feet. Magic Protections. The repository is designed to
designed with flourishes evocative of the four elements. The statues have partially melted from longterm exposure to the Furygale Repository’s magic, but they have also gained magical mobility and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features.)
Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
dim light for an additional 10 feet.
Altar and Shield. Between the alcoves, an iron altar traced with silver and shaped like a giant anvil rests beneath a round, 10-foot-diameter iron shield
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and light equivalent to that of a campfire and can’t be extinguished. E4. Sarcophagus and Crystal Pillars Atop the eastern berm, a granite sarcophagus rests in a half-circle defined by five crystal
point at the top. The snow around the gnomon has melted away, revealing a circle of symbols carved into the stone around it. The symbols depict phases of the moon, suggesting that the circular
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
). The lid of the black sarcophagus bears a name etched in Common: NAPAKA. The lid is sealed with strips of melted lead that can be easily pried away. Once the lead is removed, the lid can be pushed aside
turns angry as it emits rays of searing light. Each creature within 30 feet of the sun that doesn’t have total cover against it must succeed on a DC 14 Dexterity saving throw or be struck by a ray
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
direction of a relevant work in the collection (if it exists). Treasure. Among the candles in the alcove sits a partially melted candle of invocation of a random alignment that has 1 hour of use remaining
with 1d4 + 2 magic beads. W7: Meditation Chamber The lights in this room have been destroyed, leaving the area in dim light. Ancient tapestries of the planes and cosmic alignments cover the walls of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and weathered stone. Light ekes through glass windows, clouded and spiderwebbed with cracks, illuminating charmless abodes honeycombed with glorified prison cells. Burgomaster’s Estate The
, and melted-down manacles and chains. A cranium rat genius broods within the junk piles. Called the Node, the hairless rat claims to have escaped the Lady of Pain’s Mazes—a feat that bestowed it a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
blood-red marsh. Formed from hardened molten rock, the pillars alternate in spewing blazing streams of pyrophoric gas, providing light and heat to the town. Clustered buildings retreat from the
crime. Fraud, money laundering, and forgery run rampant within the once-shining branch, whose crumbling roof collapsed long ago. Pummeled and melted by fiery rockslides, the statue of Abbathor in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, darkness sloughs off them like melted shadow and into the drains at their feet. The crowd then passes judgment, with punishments ranging from light reprimands to exile or worse. Meanwhile, the exuded
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, read or paraphrase the following: From the top of the stairs, a shattered corridor runs to the south. The ancient walls to the west and east are made of crumbling stone, and flickering violet light
with lit black candles and melted wax cover the walls at even intervals. Simple doors lead to the north and east.
A cleric of Nuitari or a character who succeeds on a DC 12 Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, Medium and larger creatures have disadvantage on melee weapon attack rolls except when fighting with light weapons. W3: Old Entrance Four tunnels intersect at this thirty-foot-high cavern. The walls are
harmless, but they allow creatures to see the entire cavern without the aid of darkvision or a light source. This cave has hindered the Spider’s explorations. Nezznar suspects that the mine’s magic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attending to guard duty. It would rather roll around on the ice and engage in light conversation with new arrivals. Characters can befriend Ukuma by tossing it a fish or some other tasty morsel. Ukuma
frost giant skeleton wielding a rusty anchor. The pinpricks of light in their eye sockets brighten as they register your presence.
The weapons of these two frost giant skeletons deal bludgeoning
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
her tireless effort to win the Blood War. When the characters enter the room, set the scene by reading aloud the following boxed text: Two rows of tall wrought-iron candlesticks light this vaulted
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
pale hair, wrinkled gray skin, and swollen joints that give them a corpse-like aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the
teleports to must be in dim light or darkness.
Soul Monger Wracked with despair over the loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
scent of decaying plants hangs over an underground garden. White vines, trembling as if touched by an unfelt breeze, twine around cracked pillars that glow with pale light. Between the pillars, ashen
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as the trunks of trees. Still others shed a faint light, eerily illuminating a sloped passage leading down to the shore of a placid body of water that also glows dimly. Beneath whispering gusts of air
loud enough that sounds of combat in this cave can’t be heard elsewhere. N16. Tortured Cavern The walls have a smoothed, rippled look about them, as if the stone was melted. Squat stalagmites and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
layer of ice that must be chipped away or melted before the doors can be pulled open from this side (either physically or with the aid of knock spells or a chime of opening). A fireball spell produces
magic spell. Touching a sconce with an open flame causes a spectral fire to appear above the sconce. This flame sheds light and heat like a normal torch, and it burns until smothered. If a sconce is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time a creature picks up the Summer Star, its core glows with a golden radiance as bright as a candle flame. Unless the creature drops the device immediately, the light suddenly blossoms, becoming
of metal must be melted down in a fire and recast using smith’s tools, then inscribed with runes by someone with a steady hand—that is, a character who succeeds on a DC 15 Dexterity (Arcana) check
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Persuasion) check or a bribe worth at least 25 gp. If the characters threaten violence, the goblins attack. Three rounds later, reinforcements from area Z3 arrive. Z2: Vestibule Dim blue light bathes
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
). Each one sheds Dim Light in a 5-foot radius and can be sold for 5 SP. Secret Door. A character who has a Passive Perception of 15+ or who searches the west wall for secret doors and succeeds on a
the Astral lift, discovered their presence, and destroyed them and their treasure. Melted Metal. Given 10 minutes of prying with a Crowbar or similar tool, characters can remove the metal from both the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
marks. A half-melted statue and two badly damaged candlesticks sit beside the brazier.
If not drawn into area 2 by intruders, one disciple (acolyte) is cleaning the table and floors here. This was a
vials of rare ink worth 25 gp each. The ink smells faintly of copper. Amid the papers and dusty ledgers on the bookshelves are a spell scroll of light and a spell scroll of bless.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
activity outside, two duergar take light crossbows (+2 to hit, 1d8 piercing damage) and post themselves at the arrow slits. The other three prepare to defend the room’s only entrance. B6. Yarsha’s
(see chapter 7 for both) dwell here. In addition to normal gear, Yarsha carries a potion of greater healing, and the guards have light crossbows (+3 to hit, 1d8 piercing damage) if they need to defend
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
cranium rats. Damp rags and swollen planks cover broken windows, blotting what little light ekes through the ward’s perpetual fog. Of all the wards in Sigil, the Hive Ward has the least oversight
, haunt the after-hours stalls of the Gatehouse Night Market just a few blocks from the Gatehouse. Booths unfold from pocket dimensions at last light, their dealers lit by the neon glow of indifferent will
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the players as follows: The walls of this twenty-foot-high pillared chamber are adorned with frescoes of bathing royalty. Natural light streams through stained-glass windows, creating colorful
in clean towels. Bottles of perfume stored under the table are used to scent the pools in area D2. Natural light enters through a stained-glass window set into the south wall. During the hours in which






