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Returning 9 results for 'suffused all continue'.
Other Suggestions:
suffuses all continue
Monsters
Curse of Strahd
. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
continue to kill—these “invasive species” that disturb Onyari’s plants. Duskwalker will let the characters pass so long as they promise not to disturb the trees. The treant refuses to aid the characters
the dragon sculptures are watching them. Good-aligned characters feel suffused with a warm sense of righteousness. If a character approaches the altar, a column of dim light rises from it. If a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
move through the air. Housed in each cylinder is a swollen human brain floating in a bath of slimy, translucent goo.
Three Netherese wizards chose to continue their revels into undeath, each one
top carved to resemble a human hand grasping a snake. Staff 6 is made of chardalyn (see "Chardalyn") and is suffused with Netherese magic. While holding the staff, a creature is immune to the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
continue to kill—these “invasive species” that disturb Onyari’s plants. Duskwalker will let the characters pass so long as they promise not to disturb the trees. The treant refuses to aid the characters
the dragon sculptures are watching them. Good-aligned characters feel suffused with a warm sense of righteousness. If a character approaches the altar, a column of dim light rises from it. If a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
move through the air. Housed in each cylinder is a swollen human brain floating in a bath of slimy, translucent goo.
Three Netherese wizards chose to continue their revels into undeath, each one
top carved to resemble a human hand grasping a snake. Staff 6 is made of chardalyn (see "Chardalyn") and is suffused with Netherese magic. While holding the staff, a creature is immune to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
in the region gains advantage on saving throws for the next 24 hours. 25–30 One character in the region is suffused with celestial power. For 1 minute, the character’s melee attacks deal an extra 2d6
the Material Plane after death, they either dwell in the Astral Plane as spirits or are pulled toward one of the Outer Planes to continue their journey. But some entities find ways to travel beyond
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
in the region gains advantage on saving throws for the next 24 hours. 25–30 One character in the region is suffused with celestial power. For 1 minute, the character’s melee attacks deal an extra 2d6
the Material Plane after death, they either dwell in the Astral Plane as spirits or are pulled toward one of the Outer Planes to continue their journey. But some entities find ways to travel beyond