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Returning 32 results for 'preside aura and his cling'.
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preside aura and his calling
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preside aura and his client
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
Divine Domain class feature for how domain spells work. Peace Domain Spells Cleric Level Spells 1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to form a 30-foot-high peak.
Gargoyles. Six gargoyle cling to ledges 20 feet up the walls, three at the north end of the cavern and three at the south end.
Golems. Two stone golems carved to
-foot-high dome. A detect magic spell reveals an aura of conjuration magic throughout the cave — the effect of a magic trap placed here by Halaster. When one or more creatures reach the cavern’s midpoint
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to form a 30-foot-high peak.
Gargoyles. Six gargoyle cling to ledges 20 feet up the walls, three at the north end of the cavern and three at the south end.
Golems. Two stone golems carved to
-foot-high dome. A detect magic spell reveals an aura of conjuration magic throughout the cave — the effect of a magic trap placed here by Halaster. When one or more creatures reach the cavern’s midpoint
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. Demon Crafters. Sibriexes can channel the power of the
, telepathy 120 ft.
Challenge 18 (20,000 XP)
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. Demon Crafters. Sibriexes can channel the power of the
, telepathy 120 ft.
Challenge 18 (20,000 XP)
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
the ocean’s perils, all preserved by the rift’s dark magic. The hollow to the north is the access point to the ancient evil that has imbued the Pit of Hatred with its sinister aura. Tammeraut’s captain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
submerging any sort of organic material, recognizes the water’s magical corruption. The detect magic spell reveals that the water has an aura of necromantic magic. A2: Ancient Statue A small stone
moved on long ago but left behind a statue of a forgotten healer. Cloaker. Two pale cloakers that can speak Common and Elvish cling to the statue’s back, disguising themselves as leathery wings. When
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
submerging any sort of organic material, recognizes the water’s magical corruption. The detect magic spell reveals that the water has an aura of necromantic magic. A2: Ancient Statue A small stone
moved on long ago but left behind a statue of a forgotten healer. Cloaker. Two pale cloakers that can speak Common and Elvish cling to the statue’s back, disguising themselves as leathery wings. When
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
the ocean’s perils, all preserved by the rift’s dark magic. The hollow to the north is the access point to the ancient evil that has imbued the Pit of Hatred with its sinister aura. Tammeraut’s captain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
succeeds on a DC 14 Wisdom (Medicine) check can tell they are hundreds of years old and belonged to humans and dwarves who met violent ends. Ropers. Three ropers cling to the ceiling in the southeast part of
throne is fixed to the platform and can’t be moved. It radiates an aura of transmutation magic to a detect magic spell. A character who searches the throne and succeeds on a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
succeeds on a DC 14 Wisdom (Medicine) check can tell they are hundreds of years old and belonged to humans and dwarves who met violent ends. Ropers. Three ropers cling to the ceiling in the southeast part of
throne is fixed to the platform and can’t be moved. It radiates an aura of transmutation magic to a detect magic spell. A character who searches the throne and succeeds on a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that it threatens to keel over. Black brambles surround the base of the tower and cling to its lower half. Hanging from the crenellations on the lower side of the tower’s peak is a large woven basket
following additional action option: +1 Tiny Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
A detect magic spell reveals an aura of abjuration magic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
complete set of thieves’ tools, a cracked spyglass (250 gp), and a spell scroll of knock. Q5. Frostmaiden’s Fire Hundreds of icicles cling to the twelve-foot-high ceiling of this frost-rimed chamber, which
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
complete set of thieves’ tools, a cracked spyglass (250 gp), and a spell scroll of knock. Q5. Frostmaiden’s Fire Hundreds of icicles cling to the twelve-foot-high ceiling of this frost-rimed chamber, which
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that it threatens to keel over. Black brambles surround the base of the tower and cling to its lower half. Hanging from the crenellations on the lower side of the tower’s peak is a large woven basket
following additional action option: +1 Tiny Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
A detect magic spell reveals an aura of abjuration magic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
spell scrolls: raise dead, forbiddance, and holy aura. USING THE RUINSTONE
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities
, vaulted ceiling. The mosaic floor is littered with rubble, and a pool of murky water floods the far side of the chamber. Strange fungi cling to the moist walls.
To the north, an arched hallway
Compendium
- Sources->Dungeons & Dragons->Divine Contention
spell scrolls: raise dead, forbiddance, and holy aura. USING THE RUINSTONE
Once per day as a bonus action, a villain can activate the ruinstone to undo one deed they have performed. The possibilities
, vaulted ceiling. The mosaic floor is littered with rubble, and a pool of murky water floods the far side of the chamber. Strange fungi cling to the moist walls.
To the north, an arched hallway
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
but knows better than to attack a superior force. It tries to rejoin its kin in area H17. H5. Icicle Drop Sparkling icicles as long as longswords cling to the forty-foot-high roof of this cavern, the
to be of Netherese construction. Were it not for the cracks and holes, the stone would be smooth as glass, shaped by wizardly magic!”
Seven ice mephits created by Auril cling to the ceiling, their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
but knows better than to attack a superior force. It tries to rejoin its kin in area H17. H5. Icicle Drop Sparkling icicles as long as longswords cling to the forty-foot-high roof of this cavern, the
to be of Netherese construction. Were it not for the cracks and holes, the stone would be smooth as glass, shaped by wizardly magic!”
Seven ice mephits created by Auril cling to the ceiling, their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
overhead. Narrow windows pierce its walls, gargoyles cling to its eaves, and a doorway at the tower’s base gapes open.
Two of the outer spires have broken off. One crashed in Icewind Dale (see
+ 1 gargoyles cling to the outside of it. (The other gargoyles clinging to the tower are inanimate statues.) Living gargoyles swoop down to attack anyone who crosses the gantry approaching the tower
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
overhead. Narrow windows pierce its walls, gargoyles cling to its eaves, and a doorway at the tower’s base gapes open.
Two of the outer spires have broken off. One crashed in Icewind Dale (see
+ 1 gargoyles cling to the outside of it. (The other gargoyles clinging to the tower are inanimate statues.) Living gargoyles swoop down to attack anyone who crosses the gantry approaching the tower
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
depict the contemplative face of a beautiful angel.
A detect magic spell reveals that the window radiates an aura of abjuration magic. The window is unbreakable, and no one can enter the citadel from
ceiling, filling a large pool that covers the floor of this chamber. A hunk of scab floats in the blood.
Three invisible barlguras cling to the walls of this chamber, their claws digging into the soft
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
depict the contemplative face of a beautiful angel.
A detect magic spell reveals that the window radiates an aura of abjuration magic. The window is unbreakable, and no one can enter the citadel from
ceiling, filling a large pool that covers the floor of this chamber. A hunk of scab floats in the blood.
Three invisible barlguras cling to the walls of this chamber, their claws digging into the soft
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cling to the ceiling. The monsters find scant living prey in the mines and are ravenous. Since the characters are probably looking at the skeletons on the floor, the stirges are likely to get the drop
. The skeletons are inanimate and pose no danger. The minerals in the ceiling are pretty, but they are neither magic nor valuable. Any character proficient in the Arcana skill can sense a subtle aura
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cling to the ceiling. The monsters find scant living prey in the mines and are ravenous. Since the characters are probably looking at the skeletons on the floor, the stirges are likely to get the drop
. The skeletons are inanimate and pose no danger. The minerals in the ceiling are pretty, but they are neither magic nor valuable. Any character proficient in the Arcana skill can sense a subtle aura
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
doors leading to areas B8, B10, and B16. Oval Mirror and Secret Door. A detect magic spell reveals an aura of transmutation magic around this mirror. The mirror’s frame is stuck to the wall with
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
doors leading to areas B8, B10, and B16. Oval Mirror and Secret Door. A detect magic spell reveals an aura of transmutation magic around this mirror. The mirror’s frame is stuck to the wall with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
View Player Version Ancient Relic Casting detect magic on the altar reveals a faint aura of divination magic originating from underneath it. The slab weighs several tons and is too large to be lifted or
who founded the Elk tribe buried a relic of giantkind under the altar to empower it: a 5-foot-long mithral spear tip weighing 75 pounds. The spear tip is the source of the faint aura of divination
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
View Player Version Ancient Relic Casting detect magic on the altar reveals a faint aura of divination magic originating from underneath it. The slab weighs several tons and is too large to be lifted or
who founded the Elk tribe buried a relic of giantkind under the altar to empower it: a 5-foot-long mithral spear tip weighing 75 pounds. The spear tip is the source of the faint aura of divination
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, manta rays, and schools of fish. Harmless starfish and sea urchins cling to the walls and congregate around the base of the statue. Characters who examine the statue and succeed on a DC 15 Wisdom
and 10 feet deep in the middle. Fresh water fills the basin. The raised stone lip surrounding the pool is 5 feet high and equally thick. A detect magic spell cast on the basin reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, manta rays, and schools of fish. Harmless starfish and sea urchins cling to the walls and congregate around the base of the statue. Characters who examine the statue and succeed on a DC 15 Wisdom
and 10 feet deep in the middle. Fresh water fills the basin. The raised stone lip surrounding the pool is 5 feet high and equally thick. A detect magic spell cast on the basin reveals an aura of