Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bad bidding during currents remote'.
Other Suggestions:
bad building during current remove
bad blinding during current remove
bad bonding during current remove
bad bonding during currently remove
bad building during currently remove
Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
Monsters
Fizban's Treasury of Dragons
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Epic Fantasy A devout paladin in gleaming plate armor braces her lance as she charges a dragon. Bidding farewell to his dear love, a noble wizard sets forth on a quest to close the gate to the Nine
Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Foreword A simple question began rattling around in my head over two years ago as I was bidding farewell to Barovia, dragging myself out of the depths of Maelstrom, and planning a yearlong expedition
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
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
called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even
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
called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Foreword A simple question began rattling around in my head over two years ago as I was bidding farewell to Barovia, dragging myself out of the depths of Maelstrom, and planning a yearlong expedition
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Foreword A simple question began rattling around in my head over two years ago as I was bidding farewell to Barovia, dragging myself out of the depths of Maelstrom, and planning a yearlong expedition
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
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
called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
;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->Eberron: Rising from the Last War
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process. 7 Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process. 7 Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process. 7 Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lasts in this corner of the world. Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lasts in this corner of the world. Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lasts in this corner of the world. Travel to and from this remote town was expedited by the ferry that ran out of Easthaven, but with the ferry shut down, Caer-Konig is completely cut off by mountains
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
size and strength as tools to extract wealth and power from communities of smaller folk. The boss might threaten to harm adventurers or those they care about if they refuse to do the giant’s bidding. Or
hauling goods to a remote settlement of giants. 6 Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region. Seer A
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
size and strength as tools to extract wealth and power from communities of smaller folk. The boss might threaten to harm adventurers or those they care about if they refuse to do the giant’s bidding. Or
hauling goods to a remote settlement of giants. 6 Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region. Seer A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
size and strength as tools to extract wealth and power from communities of smaller folk. The boss might threaten to harm adventurers or those they care about if they refuse to do the giant’s bidding. Or
hauling goods to a remote settlement of giants. 6 Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region. Seer A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, mortals are more likely to get away in good shape if they offer up something a hag needs or wants. In such a case, the hag might even start the bidding. A hag that faces a serious threat from enemies will
and therefore more dangerous when disappointed or angered by a deal gone bad. Fey are also long-lived and thus have more time to retaliate against the hag, whereas most humanoids die within a few