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Returning 35 results for 'shield of returner distant vivid'.
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monsters
, Prestidigitation
2/Day Each: Fly, Lightning Bolt (level 5 version)
1/Day Each: Cone of Cold, Mind Blank (cast before combat), Scrying, TeleportProtective Magic (3/Day). Hazlik casts Counterspell or Shield in
reckless research into the nature of magic and his domain.
Hazlik suffers vivid nightmares wherein past rivals taunt and torment him. The Darklord avoids sleeping, employing magical tinctures to stay
Monsters
Candlekeep Mysteries
Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking.
Thunder
distant homeland to the east of Faerûn. As he grew older, learned more about the world, and began to feel the weight of old age, his worldview changed dramatically. Motivated by his growing fear of
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
has the following effects on creatures:
Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
has the following effects on creatures:
Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Siabsungkoh Gazetteer Amid a vivid patchwork of rural farms and dense mountain jungles stands the bustling, unforgettable Dyn Singh Night Market. The heart of the valley of Siabsungkoh, this regional
market attracts visitors from distant lands with delicious foods, rare treasures, and all manner of unpredictable fortunes. Tourists nicknamed this ever-changing district the “Dancing Night Market
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knights of the Shield The following encounter occurs only if the characters have the Shield of the Hidden Lord. Otherwise, skip ahead to the “Tale of the Hellriders” section. Read the following to
set the scene: As Wyrm’s Crossing and Baldur’s Gate disappear from view, you find yourselves heading down the Coast Way, a dirt road that leads to such distant lands as Tethyr, Amn, and Calimshan
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Illusions, a +2 Shield, and a Scimitar of Speed. Kevin Glint Zargon the returner rises from a lake of slime within its lair
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
horn and succeeds on a DC 25 Intelligence (History) check recognizes it as a one-of-a-kind warning horn entrusted to the royal heir of the Thurumbra clan, a family of shield dwarves thought to have
been wiped out by orcs more than a century ago in the distant Sunset Mountains. Dwarf characters have advantage on the check. The horn is worth 2,500 gp as an art object but can be sold for 7,500 gp to a buyer who appreciates its status as a historical relic.
classes
Basic Rules (2014)
;ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant
-level spells shield and magic missile.
The Sorcerer Table
Level
ProficiencyBonus
SorceryPoints
Features
CantripsKnown
SpellsKnown
—Spell Slots per Spell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
succubi or 1d8 incubi 14–16 3d6 cult fanatics 17–19 1d10 wights 20–22 3d6 wererats 23–25 A distant boom followed by a plume of smoke rising from the other side of the community 26–28 1d8 + 1 ghosts 29
be a retired assassin) 81–82 1d4 young silver dragons 83–84 1d4 assassins 85–86 1d8 oni 87–88 1d4 mages with 1d4 shield guardians 89–90 1d10 vampire spawn 91–92 1 adult silver dragon 93–94 1d4 gray
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. Expanded Spell List The Great Old One lets you choose
finish a short or long rest. Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
still plenty of opportunity for adventurers to attempt wacky stunts like surfing down a flight of stairs on a shield, to examine the environment (perhaps by pulling a mysterious lever), and to interact with other creatures, including allies, enemies, and neutral parties.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, casting visions of distant places directly into the wielder’s mind. Items recovered from fiendish demiplanes might be constructed from standard materials but have a sinister aspect or appearance, such
Trinket 1 A pressed flower with vivid green petals; when you smell it, you hear eerie music 2 A tiny ball of putty; if you set it down, it begins to slowly crawl around 3 A perpetually warm disk of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
hire (thugs) 8 1d6 religious pilgrims (acolytes) 9 1d6 Guild agents (bandits) 10 1 archmage accompanied by a shield guardian 11 1d6 entertainers (commoners) 12 1 gladiator leading an ox, which is
illegal in other communities 6 resupply then head to a distant destination by sea 7 make money to travel elsewhere by land 8 start an innovative business venture 9 buy a rare text then travel on to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
?”
Until recently, Liara Portyr commanded a Flaming Fist outpost called Fort Beluarian on the distant tropical peninsula of Chult. Her uncle is Duke Dillard Portyr of Baldur’s Gate, one of the city’s two
can help them unlock the infernal puzzle box and the mysteries of the Shield of the Hidden Lord. After making sure the characters receive their promised reward, Liara thanks them for doing their part
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dragonbait Dragonbait is a champion of good and a saurial — a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no
inches tall, weighs 150 pounds, and has a dry, wrinkled hide. He wields a holy avenger longsword and carries a blue, red, and white shield. Though he has traits in common with paladins, Dragonbait isn’t a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
distant city, out of fear that their secret would be impossible to keep in their former home. After fighting her way to the top ranks of the wererat clans, Marina — along with a small army of followers
; and a shield guardian that protects her. Plans. Marina works to discredit and ruin other merchants. Her wererats spy on her opponents and sneak into warehouses, unleashing hordes of rats to spoil
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
guards on riding horses providing escort
7 2d4 mercenaries for hire (thugs)
8 1d6 religious pilgrims (acolytes)
9 1d6 Guild agents (bandits)
10 1 archmage accompanied by a shield
warn the authorities of a possible threat to the city
4 seek innovations from the Church of Gond
5 buy goods that are illegal in other communities
6 resupply then head to a distant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
shield dwarves, halflings, and humans) support Grisha if a fight breaks out. Ten of them are hidden in the shanties. Two more stand next to a zurkhwood door, beyond which lies a small side cave where
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
irregular intervals. Perched atop a distant bluff, overlooking the rest of the city, is a crumbled fortress.
Traxigor gazes up at the black orb nervously, utters a few arcane syllables, and
in charge. If the characters brought the Shield of the Hidden Lord with them, Gargauth the pit fiend tries to escape from its prison and fails miserably. Although characters are unaware of Gargauth’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you
hermit background. Third, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile. Level
Proficiency
Bonus
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Firbolgs Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Ages later, that magic
are fierce hunters who guard against external threats and incursions. Firbolg Primeval Warden Medium Humanoid (Druid), Any Alignment
Armor Class 16 (hide armor, shield)
Hit Points 65 (10d8 + 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Deadstone Cleft Reinforcements d100 Creature(s) 01–50 None 51–60 1 stone giant carrying 1d4 captured shield dwarf commoners (prospectors) in a net 61–65 1 stone giant and its animal companion, which is
warriors returning from a successful hunt with a dead elk or mountain lion 81–85 1d4 Blue Bear berserkers returning from a raid carrying the severed heads of 2d6 humans or 2d6 shield dwarves 86–90 1d4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
city’s defensive walls and towers are topped with colorful awnings to shield guards from the sun and rain. All streets within the city walls are paved with cobblestones or flagstones, and they have
bamboo or thatch walls with enormous windows to let in the breeze, under broad thatched or tiled eaves. All buildings are richly decorated with paint, ivy, and vivid flowers. Some are painted in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
from the world, the balor now seeks indirect means of revenge. Gargauth is a mysterious infernal power who seeks godhood while trapped in the world within a magical shield. Lorcan is a cambion who
. Similar to the Earthmother, it uses magical pools as windows into the world to spread its influence. Zargon, the Returner, also called the Invincible Tyrant, is said to be an undying and unkillable
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, spy on potential rivals, and order reckless research into the nature of magic and his domain. Hazlik suffers vivid nightmares wherein past rivals taunt and torment him. The Darklord avoids sleeping
(3d6) Force damage. Failure or Success: Each creature within 5 feet of the target takes 10 (3d6) Force damage.
Reactions
Protective Magic (3/Day). Hazlik casts Counterspell or Shield in response to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scattered trading outposts that welcome visitors from neighboring and distant lands. The steppe nomads have a rich storytelling tradition that reinforces a strong sense of clan identity and family line
connection to their clan lineage. They preserve a love of learning from their distant ancestors of the Suel Imperium, and they value knowledge of the natural world as highly as they do the skills of hunting
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Well Cracked horn Kayalithica Flint Rock Mithral spear tip Sansuri Grandfather Tree Electrum nose-ring Guh Great Worm Cavern Broken shield Storvald Morgur’s Mound Gold-plated tooth Zalto One Stone Magic
, to distant spires. There, on a cold mountainside, you’ll find a village of yakfolk and below that, Ironslag — the forge of the fire giant duke. The conch you seek is in his quarters.”
“Distant
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bardic colleges of the distant past, particularly the seven elder colleges: Fochlucan, Mac-Fuirmidh, Doss, Canaith, Cli, Anstruth, and Ollamh. These seven are said to be the origin of the instrument of
, where the resonant tones can carry. Wargong: A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elemental fire in its worst incarnation.
Firenewt Warrior
Medium humanoid (firenewt), neutral evil
Armor Class 16 (chain shirt, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10(+0
’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intention of honoring his bargain, and Ras Nsi is beginning to suspect as much. Strange Collection. Ras Nsi has a sizable collection of apparel and accouterments from distant lands, most of which were
retreat, false life, magic missile, shield
2nd level (3 slots): blindness/deafness, hold person, misty step
3rd level (3 slots): animate dead, counterspell, fireball
4th level (3 slots): blight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
” — a heraldic device often borne on a shield, worn as a cloak pin, or affixed to a helmet. Others throughout the city, even foreign dignitaries, are permitted to retain only up to sixteen armed
influence in nations as distant as Calimshan and Cormyr. Be assured that any slighting of a noble will not be forgotten or easily forgiven. If you’re not certain whether someone is a noble, address the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
granite and slate with cream-colored roses climbing its garden walls. Last spring, a distant uncle came for a holiday visit, bringing a large load of baggage. The house servants acted strangely during his
murderer to his lair, for he seems to melt into the city’s fog after each slaying. Distant Shores Tendai and Khennen Shore (chaotic good human commoners) are a married couple that runs a successful
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
granite and slate with cream-colored roses climbing its garden walls. Last spring, a distant uncle came for a holiday visit, bringing a large load of baggage. The house servants acted strangely during his
murderer to his lair, for he seems to melt into the city’s fog after each slaying. Distant Shores Tendai and Khennen Shore (chaotic good human commoners) are a married couple that runs a successful