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Returning 35 results for 'vivid see'.
Monsters
Journeys through the Radiant Citadel
"} radiant damage.
Disorienting Futures. The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving
. A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back.Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Changeling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
?
Masks and Personas
In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way
expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-nails.
Changelings
Species
Van Richten’s Guide to Ravenloft
you like it now?
6
A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?
Reborn Origins
Reborn might originate from circumstances similar to
itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Lost Memories When revealing lost memories, cultivate the disquiet that comes with vivid recollections out of sync with a character’s history. The scenes on the Suppressed Memories table include
Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You’re floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?
5 You
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of vivid flowers dot the green hills.
As you reach the top of yet another rise—this one blanketed with fragrant heather—the scenery is interrupted by a giant web that stretches out just a couple
dozen feet from you. Four unmoving, white-robed figures lie enmeshed within it.
The mass of strands is a motionless memory web (see appendix B). The memory web attempts to catch the characters by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
midpoint of this corridor is a 10-foot-square pressure plate (see “The Ruins: General Features” at the beginning of the adventure) that triggers if more than 30 pounds is placed on it. Shocking Blades. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
map 3 indicate the heights of the various terraces above sea level. In the gazebo lurks a hungry decapus (see “Decapus”) that attacks the first creature that comes within reach. The decapus has
the ring on. The nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Gods of Theros A bird shrieked as it took flight from a branch above her. Through the gaps in the rustling canopy, she could see the god-forms shift in and out of focus. The night sky was known as
mortal eyes to witness. Lidia rarely took time to step outside her home and watch the heavens, but now there was no place else to rest her eyes. Tonight the god-forms were vivid, and her heart beat faster
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
overtake your perceptions and experiences. You might see people around you as someone other than who they are, or you become disoriented by a double-experience of the world around you. Roll on the
Intrusive Echoes table to determine the effect of these vivid memories and perceptions. Once one of effects occur, these intrusive echoes can’t manifest again until you finish a short or long rest. Intrusive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.
Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid
XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Travel in the Domain Visitors to a Domain of Delight are often confounded by the Feywild’s power to distort distance, time, and reality. A traveler might see a hilltop that appears to be a mile away
of the tricks to navigating a Domain of Delight, including magical shortcuts. A shortcut can also be found by accident or learned in some other way. For example, a traveler might wake from a vivid
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. Tri-flower Frond
Medium plant, unaligned
Armor Class 10
Hit Points 11 (2d8 + 2)
Speed 5 ft
Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the nearest creature. 61-70 The character experiences vivid hallucinations and has disadvantage on ability checks. 71-75 The character does whatever anyone tells him or her to do that isn't obviously
coins. 11-20 The character experiences vivid hallucinations and has disadvantage on ability checks. 21-30 The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
normal speech or spellcasting. 51–60 The character must use his or her action each round to attack the nearest creature. 61–70 The character experiences vivid hallucinations and has disadvantage on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
alongside dolgrims and dolgaunts (see chapter 6). Others can unintentionally threaten a community by releasing something from the underworld: an unnatural disease, a malevolent demon, or a strange and
Khyber can take many forms. The daelkyr create living tools, including symbionts (see chapter 5), but any magic item could be presented as an organic creation: a living cloak of the mountebank that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
mist must succeed on a DC 13 Constitution saving throw or become infected with blue mist fever. An infected creature begins seeing vivid hallucinations of blue monkeys 1d6 hours after failing the save
repellent, see “Buying a Special Item”). A giant or humanoid that takes damage from insect swarms or from giant centipedes, giant scorpions, or giant wasps is exposed to the disease at the end of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Degeneration The walls of this passage are painted with images of wizards succumbing to madness and being transformed into nothics. One particularly vivid image shows shafts of eerie green light
human priest of Shar) relaxes in one of several overstuffed chairs in the middle of the room, waited on by nine living unseen servants (see appendix A). Around her neck, she wears two holy symbols: one
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Wanted Posters Granny Nightshade has attached wanted posters to trees throughout Thither, offering rewards for the capture of her nemesis, Will of the Feywild (see “Locations in Thither”). Each
character’s possession, the character relives the first ten years of their life as a vivid dream whenever they finish a long rest. After 8 days, the rose wilts and loses this magical property. 2 “This little
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
introduce them to Wakanga (see “Merchant Princes”). When describing the sights and sounds of Port Nyanzaru, emphasize the heat, the humidity, the exotic sounds and smells, and other unique aspects of
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->Candlekeep Mysteries
newly claimed domain. It is this effort that the characters must foil if they are to see their role in the story of Lore of Lurue end happily. Map 10.2: Pool Of Eternal Spring View Player Version Cult
away from the trees. From the opposite direction comes a rumble of thunder and a flash of red lightning, vivid against the darkening sky.
The thunder and lightning should make it apparent which
Equipment
of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting energies
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
Equipment
gain one level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The
Intelligence saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
stone empowered you when you read it aloud.
6 You had a vivid dream of a mysterious figure accompanied by seven yellow canaries, who warned you of impending doom. When you awoke, your drake was
appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
light, the Glass Arboretum sits at the heart of the Gardens of Decay. At first it appears to be a lush conservatory filled with vivid flowers and verdant trees, but closer inspection reveals that the
harrow hawks (see chapter 21). Many of these hawks are in the Grim Harrow’s employ, serving as spies and scouts for hunts. Magtubo. At the center of Mothwing Grove stands a wide banyan tree swaddled
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
saving throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as
Equipment
level of contamination (see Appendix C of Monsters of Drakkenheim).
Arcane Anomalies
1d100
Arcane Anomalies
01–02
A resonant cascade of eldritch phenomena! The resulting
throw. On a failed save, they take 14 (4d6) Psychic damage and gain one random form of Drakkenheim Madness> (see Appendix C in Monsters of Drakkenheim). On a successful save, they take half as much
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Kiss A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a
prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 6 (2,300 XP)
Stunning Gaze. When a creature that can see the gauth’s central eye starts its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
surprise attack. Regardless of whether the characters fight the strike squad, if they search this area, they find a comatose warforged warrior (see appendix A) in the northeast corner of this area. A
Mourning looking for their best friend, the warforged Mercy (see the “Warforged Pilgrims” section earlier in this chapter). The stress of the situation caused Filch’s comatose state. Mercy and Filch would
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Arcane Octad (see "Rite of the Arcane Octad"), they must craft a wand from the wood of this tree. Gathering wood without waking the tree requires a successful DC 20 Dexterity (Stealth) check. If the
tower’s roof is missing.
A detect magic spell cast here reveals an aura of divination magic. When the characters reach the top floor of the spire, read: Large gashes in the roof allow you to see the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is the Spire of Iriolarthas (area Y19), which is sealed inside a magical force field. Dead Tomb Tapper. The statue at the end of the causeway is a 21-foot-tall tomb tapper (see appendix C) that was
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
reflecting pool dances with the twilight colors of the sky above. Luminous butterflies flit above vivid flower beds that stand to the left and right of the pool.
Just outside the gatehouse stands a
the demiplane. If the characters didn’t bring extra leaves with them when they entered, they must find the reusable keys carried by the current occupants of the palace (see areas P6 and P7) to leave
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
adventure (see the “Extending the Adventure” section), the stairs lead down to a tunnel that exits into the Mouth of Zargon (area B64 of the expanded ziggurat). Otherwise, they end in a bricked-up wall
and don strange masks. Entrance to the Underground City. If you’re playing the expanded adventure (see the “Extending the Adventure” section), a plainly visible trapdoor in the northwest corner of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creatures aboard the ship from passing between floors. However, if the characters assist the supercomputer by completing tasks on this floor (see area S30), it activates the fields and remotely opens the
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the






