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A luxurious resting place, fit for even the most discerning vampire, this coffin will make you the envy of the whole graveyard! For adventuring undead, it may not be the easiest object to transport through the wilds, but if anything is worth buying a wagon for, it's this.
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The hateful and hideous abaasy venture out of the Abyss often, hoping to spread madness and disease among the living. They have only one eye, one arm and one leg, but stand nearly 50 feet tall, breathe fire, and possess skins of iron and poisonous blood.
As is the case with most demons, it is pointless to try to reason with an abaasy. Their unthinking hatred of humanity is born of long, tormented eons that have replaced any hint of positive emotion with naught but rage.
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Holding raw magical potential in your hands sounds great on paper, but when you find yourself tiptoeing through a trap-filled dungeon carrying a symbol of pain in one hand while desperately fending off giant bats with the other, well. Maybe the adventuring life isn't all it's cracked up to be.
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This missile flies like a streak of lightning, bolting your target from one position to another before they know what's hit them. They'll be cross that they ever picked a quarrel with you!
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The vanaras are a race of forest-dwelling people, broadly humanoid but with some monkey-like traits, that are descended from the god. They are courageous and loyal, always willing to rally to the aid of virtuous causes for the benefit of both heaven and earth.
Vanaras are steadfast in battle thanks to their superior strength and agility, and a divine blessing that makes their hides impenetrable by any mortal weapon. They are also capable strategists and expert artisans - their hands built some of the ancient wonders that still stand to this very day. And while their mischievous spirit can sometimes get them into trouble, anyone would be glad to have a vanara as an ally.
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Sometimes, passwall just isn't violent enough, you know?
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The blackened metal of this mysterious suit seems to respond to its wearer's suffering, becoming harder as they take on ever greater burdens. It has been worn by many people over the years: stoic wanderers, shadowy dark knights and accursed villains; but by some quirk of fate, most of them have not left their names in the history books - hence the 'nameless' moniker attached to the suit.
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The ragged, flighty things; the whisperers of the forgotten rites; the dream-moths that flutter and crawl beneath the skin of the world. Born of nameless dread before the beginning of time, they hid in the soil and taught the mushrooms how to live, showed the vermin how to scurry, never in the sunlight; never loud enough to hear. But always listening.
There are ways to summon them, through forbidden rituals and profane invocations, but only a madman would seek out the ragged, flighty things, for the answers they give follow no rational logic or reason. These are the devourers of light, and their guidance can only lead you further into the dark.
Alienation, once again, represents a character's awareness of the eldritch secrets that underpin reality. But remember: as you gaze long into the abyss, the abyss also gazes into you!
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A mighty enchantment indeed, with almost infinite possibilities for customisation. Of course, building a whole new persona for someone is delicate work and small mistakes can lead to disastrous complications but, in the hands of a skilled manipulator, this spell is truly terrifying.
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Adorned with mother of pearl and blessed by the moonmaiden herself, these bracers are often worn by members of the Sel没nite clergy, who use them to rush to the aid of the helpless or deliver swift justice to the wicked.
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Yes, the mind flayer's Extract Brain ability specifies that the mind flayer is "devouring [the target's] brain". The information in the monster manual states that "brains provide enzymes, hormones, and psychic energy" that the mind flayers require for nourishment. It's clear in my view that they would be consuming a part of your body, and therefore be subject to the 3d12 poison whenever they hit with Extract Brain. Furthermore, there's nothing in the spell that says the effect ends when you die - your corpse (and brain) would remain poisonous for the spell's full duration.
I would rule that the mind flayer's Tentacles attack, however, does not trigger the 1d12 poison. It's not called "bite", for one thing, and it only deals psychic damage. My intent is that the 1d12 only applies to actual toothy biting where a) your skin could be broken - such as by piercing or slashing damage - and b) the attacker is using its mouth.
Someone really ought to teach those vampires a lesson. Eating people without asking is so rude!
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Although werewolves get by far the most publicity of any kind of lycanthrope, there is actually an even more common variant of the curse that is often overlooked. The weredog shares many similarities with its wilder cousin, with its canine form, infectious bite, and resistance to ordinary steel, with the main difference being the curse's effect on the victim's personality. Weredogs lack the violent bloodthirst of werewolves, tending instead to be calm, steadfast and watchful. Rather than forming their own packs, they are mostly happy to remain integrated into humanoid society. Typically, a meeting with a weredog is nothing to be alarmed about.
For their part, werewolves tend to react aggressively towards weredogs, viewing them as unwelcome intruders on their territory. It is extremely rare for a weredog to be accepted into a pack of werewolves; the weredog would need to have been renowned as a savage murderer prior to being infected in order to earn the pack's respect.
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Someone really ought to teach those vampires a lesson. Eating people without asking is so rude!
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It's a bit like having an acid tongue, but far more effective in battle. Well, unless you're a bard, in which case the damage is actually quite comparable.
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Animating the bones of an ancient dragon is a feat far beyond the skills of the average necromancer - it requires an extraordinary will and a vast well of magical power to do so; dragon bones simply will not move for a common-or-garden-variety wizard.
Stripped of both flesh and soul, a dragon skeleton remains a fearsome sight, though clearly not on the same level as a living specimen. For starters, skeletons don't breathe, which means they cannot use the breath weapons that they boasted in life. Equally importantly, the exposed bones of a reanimated skeleton tend to become brittle over time, vulnerable to blunt force weapons without the cushioning protection of fat or muscle. At the end of the day, a skeleton dragon may be the centrepiece of a necromancer's horde, but it does still require the support of the rest of the horde in order to become a truly serious threat.
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This risky dweomer was, in fact, the precursor to the modern polymorph spell. Due to the caster's lack of a say in the nature of the transformation, few people these days have any use for this old spell, though some fey sorcerers view the unpredictability as a bonus rather than a drawback, so it still sees some use in the plane of faerie.
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Alchemy is a process of discovery and, as time has passed, the secrets of materials science have gradually been revealed. Although modern materials are more complex and resistant to magical manipulation, enterprising transmuters have developed this series of amulets that incrementally expand the range of their powers to various selections of substances. It is not uncommon to see archmages wearing all three of these amulets on a single chain, as a mark of commitment to their chosen school.
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