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Returning 35 results for 'bad bottom diffusing calls realize'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
time.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't AdamantineSummon Specters (Recharges after a Short or Long Rest). The collector calls up the
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
collector calls up the enslaved spirits of those it has slain; 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Summon Specters"} specter;specters (without Sunlight Sensitivity) arise in
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
Monsters
Acquisitions Incorporated
, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He
come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor.
Despite his easily massaged vanity, the dragonborn sometimes shows
Monsters
Curse of Strahd
, instead assuming that the guests had died in their sleep.
But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s
Magic Items
Tasha’s Cauldron of Everything
crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact’s bearers realize its full threat, few risk using the Crook of Rao&mdash
;s name in Iggwilv’s voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
else. Most of the time, a saving throw comes into play when an effect — such as a spell, monster ability, or trap — calls for it, telling you what kind of saving throw is involved and providing a DC for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
else. Most of the time, a saving throw comes into play when an effect — such as a spell, monster ability, or trap — calls for it, telling you what kind of saving throw is involved and providing a DC for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Invidia Darklord: Gabrielle Aderre Hallmarks: Bad parents, possessed children Gabrielle Aderre is convinced that her son, Malocchio, is destined for greatness. From her estate outside the village of
board, she calls upon supernatural forces to guide and protect her son. Spirits, angels, fiends, and worse answer her summons, but as long as they chart Malocchio’s path to glory, Gabrielle eagerly accepts their gifts.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
else. Most of the time, a saving throw comes into play when an effect — such as a spell, monster ability, or trap — calls for it, telling you what kind of saving throw is involved and providing a DC for
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Invidia Darklord: Gabrielle Aderre Hallmarks: Bad parents, possessed children Gabrielle Aderre is convinced that her son, Malocchio, is destined for greatness. From her estate outside the village of
board, she calls upon supernatural forces to guide and protect her son. Spirits, angels, fiends, and worse answer her summons, but as long as they chart Malocchio’s path to glory, Gabrielle eagerly accepts their gifts.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Invidia Darklord: Gabrielle Aderre Hallmarks: Bad parents, possessed children Gabrielle Aderre is convinced that her son, Malocchio, is destined for greatness. From her estate outside the village of
board, she calls upon supernatural forces to guide and protect her son. Spirits, angels, fiends, and worse answer her summons, but as long as they chart Malocchio’s path to glory, Gabrielle eagerly accepts their gifts.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
makes the whole company look bad). Either way, read: “I’ve been told about the misunderstanding regarding your identities. I can’t say much for your relative inexperience and lack of skill. But it looks
answering any calls.”
Omin snaps his fingers, and a paper, a pen, and an ink pot leap from his satchel. “This note gives you the right to travel to Phandalin and investigate the franchise there on my behalf
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->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
makes the whole company look bad). Either way, read: “I’ve been told about the misunderstanding regarding your identities. I can’t say much for your relative inexperience and lack of skill. But it looks
answering any calls.”
Omin snaps his fingers, and a paper, a pen, and an ink pot leap from his satchel. “This note gives you the right to travel to Phandalin and investigate the franchise there on my behalf
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
makes the whole company look bad). Either way, read: “I’ve been told about the misunderstanding regarding your identities. I can’t say much for your relative inexperience and lack of skill. But it looks
answering any calls.”
Omin snaps his fingers, and a paper, a pen, and an ink pot leap from his satchel. “This note gives you the right to travel to Phandalin and investigate the franchise there on my behalf
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
not already trapped. A falling cage targets the corresponding 10-foot square section of the passage. Targets in the area can stand still, taking no damage as the plaster on the cage bottom breaks and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime. *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
the effect on itself with a success.
Bonus Actions
Summon Specters (Recharges after a Short or Long Rest). The collector calls upon the spirits of those it has slain; 1d4 specters (without
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
the effect on itself with a success.
Bonus Actions
Summon Specters (Recharges after a Short or Long Rest). The collector calls upon the spirits of those it has slain; 1d4 specters (without
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime. *Might involve a rival






