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Returning 35 results for 'bad barriers diffusing composed rely'.
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Monsters
Storm King's Thunder
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for
Species
Mythic Odysseys of Theros
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill
commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances. Zombies are usually created from Humanoid corpses, but the remains of other
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem can’t
be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Divine Contention
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem can’t
be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem can’t
be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Divine Contention
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Divine Contention
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
done.
Use the Expert sidekick stat block to represent him.
Personality. “My friends know they can rely on me, no matter what.”
Ideal. “I like coming up with new ways to do things. What problem
can’t be solved with a little ingenuity?”
Bond. “A full flask of wine is worth ten pockets full of gold.”
Flaw. “All this drinking is bad for my memory. Seriously, I can’t remember my last name.”
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
odds might be more in your favor. (Any)
5 Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
6 Victory. Winning is the real
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
odds might be more in your favor. (Any)
5 Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
6 Victory. Winning is the real
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
odds might be more in your favor. (Any)
5 Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
6 Victory. Winning is the real
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
of the Market Ward and Merchants’ Ward until the all clear sounds. TROUBLESHOOTING
There’s enough happening in Port Nyanzaru that you won’t need to rely on random encounters to keep things
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
say a door requires a successful DC 15 Strength check to be battered down. A fighter with a Strength of 20 might helplessly flail against the door because of bad die rolls. Meanwhile, the rogue with a
ability score against any given check. If you want some risk of failure, you need to set higher DCs. Doing this, though, can aggravate the problem you’re trying to solve: higher DCs require higher die rolls, and thus rely even more on luck.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
light source or darkvision, all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is reduced to 10 feet (see “Unusual Environments” in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
(Perception) checks that rely on hearing or sight. The wind also extinguishes open fires smaller than a torch flame. Visibility is reduced to 60 feet. Snow on the ground creates difficult terrain in
during the battle. If you find an encounter too deadly, reduce the antagonists’ hit points, have NPCs arrive to help the characters, or have the bad guys cut their losses and flee.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
light source or darkvision, all Wisdom (Perception) checks that rely on sight are made at disadvantage, and the encounter distance is reduced to 10 feet (see “Unusual Environments” in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
(Perception) checks that rely on hearing or sight. The wind also extinguishes open fires smaller than a torch flame. Visibility is reduced to 60 feet. Snow on the ground creates difficult terrain in
during the battle. If you find an encounter too deadly, reduce the antagonists’ hit points, have NPCs arrive to help the characters, or have the bad guys cut their losses and flee.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Zhentarim Members of the shadowy Black Network consider themselves part of an extended family, and rely on the larger organization for resources and security. The Zhentarim recognizes and
knows that demons at large in the world are bad for business. The organization thus views the possible presence of the demon lords in the Underdark with the same concern as any other external threat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
say a door requires a successful DC 15 Strength check to be battered down. A fighter with a Strength of 20 might helplessly flail against the door because of bad die rolls. Meanwhile, the rogue with a
ability score against any given check. If you want some risk of failure, you need to set higher DCs. Doing this, though, can aggravate the problem you’re trying to solve: higher DCs require higher die rolls, and thus rely even more on luck.






