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Returning 35 results for 'mixture selects with only are from for long'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
", "rollAction":"Fire Spray", "rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one.
Invisibility (Recharges after a Short or Long Rest). The duergar magically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
would be lost.
Cryptic Whispers
Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed
Backgrounds
The Wild Beyond the Witchlight
with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Skill Proficiencies: Deception
nectar or honey.
3
You have long whiskers like those of a cat.
4
Your ears are covered with soft tufts of fur.
5
Your skin sparkles in moonlight.
6
Flowers either bloom or wilt
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mixture of grief and relief when they return to the town. They are grateful to the characters for saving the town and raise statues in the characters’ honor. Furthermore, Mayor Broadfoot gives the
characters their promised rewards (see “Rewards” earlier in the adventure), and invites the characters to stay in Little Lockford as long as they wish and return as often as they can.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Refuse Pit A trashy odor fills this room. A 30-foot-long, 10-foot-wide, 60-foot-deep pit in the middle of the floor is filled with refuse and failed experiments to a depth of 10 feet. The chemical
mixture has spawned a toxic slime. Any creature knocked into the pit falls 60 feet onto the soft pile of trash, taking 1d4 bludgeoning damage per 10 feet fallen. In addition, a creature that lands in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of its old fortress. The tiny island, 800 feet long by 400 feet wide, is a mixture of scrubby woodland and rocky hills. Three stony peaks rise above the grass and shrubs. The tallest stands more than
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Xarrorn The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. Duergar Xarrorn
Medium humanoid (dwarf), lawful evil
Armor Class 18 (plate mail)
Hit
(2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.
Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed
its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A
static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual
effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Passion vs. Restraint The elven personality is a mixture of two opposing forces, which vie for dominance throughout an elf’s life. How an elf handles the tension between passion and restraint colors
loose and showing them how to develop a long-lasting self-discipline. Primeval Hatred One of the most fervent passions in an elf is the animosity that surface elves and drow hold for one another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
immediately obvious, reveal them only when they become evident.
Potion Miscibility d100 Result 01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force
damage to each creature within 5 feet of the mixer. 02–08 The mixture becomes an ingested poison of the DM’s choice. 09–15 Both potions lose their effects. 16–25 One potion loses its effect. 26–35 Both
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
when they become evident. Potion Miscibility 1d100 Result 01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature
in that area takes 4d10 Force damage. 02–08 Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see “Poison” in chapter 3). 09–15 Both potions lose their
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
passengers expressing a mixture of bewilderment, fear, and excitement.
Near the entrance, a male dwarf dressed like a wizard shouts, “Unlock the mysteries of your mind in the Mystery Mine!” He has
fails three or more of the ride’s saving throws is haunted by nightmares for 1d8 days. Until the nightmares end, the character must succeed on a DC 12 Wisdom saving throw after finishing a long rest or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home. Skill Proficiencies: Deception, Survival Tool
by rolling on the Fey Mark table. Fey Mark d8 Fey Mark 1 Your eyes swirl with iridescent colors. 2 You have a sweet scent, like that of nectar or honey. 3 You have long whiskers like those of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Cursed The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes
WHISPERS
Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed’s body. At the end of a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Stone Cursed Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from
into the victim’s past or find lore that otherwise would be lost. Cryptic Whispers Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
then practiced their writing by keeping a diary. A Humble Life The pages of Sarah of Yellowcrest Manor are a mixture of exercises, drawings, and reminiscences. The earliest pages bear nothing but
. The sketch shows a monstrous creature with a bulbous head, long arms, tentacles for legs, and multifaceted eyes (see “Lord Viallis’s Tome” later in the adventure for more information). Sarah also
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
fields with kine grazing, a copse with several wolves in the background, slaves (human, orc, elf, and strange human-animal mixture: pig-human, ape-human, and dog-human) going about various tasks
first four pits are each 10 feet deep and empty except for refuse. The pit leading to area 7 is 30 feet deep and contains a ladder. Characters who watch this area long enough see the muralists
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
on a table to make their guesses. Give the players a copy of Unseen Order Handouts 1 and 2, then read the following boxed text aloud: A long table fills the center of this chamber. On the table is a
greater treasure buried at a distant adventure location. Losing the Game. If the characters fail to deduce the ghost’s hand in ten guesses and want to try again, the ghost selects a new hand, and the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, eladrin, and other fey, these bards learn to use their magic to delight and captivate others. The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of
it again until you finish a short or long rest. Mantle of Majesty At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
assault, though. As the Flaming Fist rarely comes to the district, the Guild has long operated with impunity. In recent years, though, the interference of vigilantes and hired adventurers has been on the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
assault, though. As the Flaming Fist rarely comes to the district, the Guild has long operated with impunity. In recent years, though, the interference of vigilantes and hired adventurers has been on the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Hit: 4 (1d6 + 1) slashing damage.
Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
each edition features some mixture of news from around Khorvaire, stories of adventurers and exciting expeditions, business solicitations, royal proclamations, and almanac information. Offices. The
Korranberg or near one of the field offices, but correspondents might be stationed in more remote regions for long periods of time, and the paper frequently publishes stories written by freelancers from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Burly the bugbear sets off fireworks. Meanwhile, Dirlagraun escorts Mister Witch back to his wagon. Selecting a Monarch. Mister Light’s Witchlight vane selects the monarch from the carnival’s guests
Guide for more information) and instantly becomes aware of its benefits: Charm of the Monarch. You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
underground, or to even more dangerous and remote places. The cartographer selects the method and route of travel for a franchise, and creates and maintains maps of the journey. As the characters travel
can gain the benefit of either a short rest or a long rest during the voyage. Map of Shortcuts At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
on a successful one. Whether the save succeeds or fails, a creature subjected to the hour-long probe also gains a randomly determined form of long-term madness, determined by rolling on the Long-Term
grove of frost-covered trees fills this fifty-foot-high cavern, the floor of which is a mixture of earth and ice. By some magic or miracle, the trees are alive, their canopies thick with frosty leaves
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Spawned by a God. Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse
jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one
(Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, Avalion selects that character. So long as the character has the charm, Avalion knows their location and can communicate telepathically with them. He then directs the characters to the Puzzle room (area
and Ruin trap in chapter 4 for complete details. This trap differs from the one described there in the following ways: Shorter Beam. The room and beam aren’t as long. East to West. When the party
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the
Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.
Black Gauntlet of Bane
Medium






