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Returning 6 results for 'passed intense'.
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Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
work and leaving behind a fitting legacy that continues to bolster the clan even after its creator has passed on — a legacy counted not only in objects, but also in dwarven souls. Dwarves who become
would term it, but it is just as intense. Dwarves are creatures of stone, and like stone they change only in response to extremes. The dwarves of the many worlds share much in common, but never
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post. Erratic Servants. Though it can speak, a spectator communicates primarily by way of telepathy
, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death. Freed from Service. When a spectator has fulfilled its service, it is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— not to mention monsters that prey on unlucky or ill-prepared miners who unknowingly invade their territory. The most intense traveling I’ve done through these hills was in pursuit of a band of
who have worked in Hardbuckler over the generations. She wears a set of magical bracers passed to her by her father. Rural Settlements Most of the outlying settlements in the Trielta Hills consist of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its
southwest wall of this room and the eastern wall of area E17, so that instructions could be passed back and forth between the smiths and the engineers operating the canal and lock mechanism in area
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
submerged in this pool must make a DC 10 Wisdom check to endure the intense itching caused by the acid that fills it. On a failure, the character takes 5 (1d10) acid damage and gains vulnerability to
. Clearing a Path. The trail leads to an area where a cave-in occurred sometime after Teeshe and Boot passed through. To clear the cave-in, the characters work together to move the debris and secure
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and over. By the time they realize this, 2d10 hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06






