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Returning 35 results for 'bands better diffusing con reorx'.
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Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
: Disguise kit, Forgery kitEquipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked
Charity. I distribute the money I acquire to the people who really need it. (Good)
4
Creativity. I never run the same con twice. (Chaotic)
5
Friendship. Material goods come and go. Bonds of
Backgrounds
Baldur’s Gate: Descent into Avernus
Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons
circumstances and embark on a better life?
Skill Proficiencies: Sleight of Hand, StealthTool Proficiencies: Disguise kit, thieves’ toolsEquipment: A small knife, a map of the city you grew up
Backgrounds
Baldur’s Gate: Descent into Avernus
Everybody’s always trying to get a leg up on somebody in Baldur’s Gate. One group’s con artist might be another’s revolutionary. Or maybe you’re just in it for yourself
, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 15 gp
Backgrounds
Guildmasters’ Guide to Ravnica
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
best at everything in my legal training, and now I work with the person who was always just a little bit better.
6
A good friend was promoted into work they can’t tell me about.
7
I
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
at night to set up camp. Vistani bands occasionally camp near welcoming communities to trade and resupply, but rarely stay more than a week—though this can be complicated if a Darklord closes a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
at night to set up camp. Vistani bands occasionally camp near welcoming communities to trade and resupply, but rarely stay more than a week—though this can be complicated if a Darklord closes a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
at night to set up camp. Vistani bands occasionally camp near welcoming communities to trade and resupply, but rarely stay more than a week—though this can be complicated if a Darklord closes a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
expressed a desire to seek shelter there. As I tell them at such times, it is better to seek shelter inside an opened tomb in these lands, and crawl in to huddle among the warrior dead within, than to seek
. After that event, Dragonspear’s ruins were occupied by hobgoblins and myriad bands of bandits, until Waterdeep and Baldur’s Gate sent troops to root them out. Discovering that the portal yet existed, but
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
expressed a desire to seek shelter there. As I tell them at such times, it is better to seek shelter inside an opened tomb in these lands, and crawl in to huddle among the warrior dead within, than to seek
. After that event, Dragonspear’s ruins were occupied by hobgoblins and myriad bands of bandits, until Waterdeep and Baldur’s Gate sent troops to root them out. Discovering that the portal yet existed, but
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
expressed a desire to seek shelter there. As I tell them at such times, it is better to seek shelter inside an opened tomb in these lands, and crawl in to huddle among the warrior dead within, than to seek
. After that event, Dragonspear’s ruins were occupied by hobgoblins and myriad bands of bandits, until Waterdeep and Baldur’s Gate sent troops to root them out. Discovering that the portal yet existed, but
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-scale assault against the duergar. They actively protect their strongholds, keeping careful watch for signs of tunneling, and — dwarven pride being what it is — send bands of warriors out from time to
and needs that take much of their time and attention, At the same time, the never-ending state of war is never out of mind — every dwarf knows that a chance encounter with a duergar could be fatal, and every duergar would like nothing better than to have such an opportunity.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-scale assault against the duergar. They actively protect their strongholds, keeping careful watch for signs of tunneling, and — dwarven pride being what it is — send bands of warriors out from time to
and needs that take much of their time and attention, At the same time, the never-ending state of war is never out of mind — every dwarf knows that a chance encounter with a duergar could be fatal, and every duergar would like nothing better than to have such an opportunity.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-scale assault against the duergar. They actively protect their strongholds, keeping careful watch for signs of tunneling, and — dwarven pride being what it is — send bands of warriors out from time to
and needs that take much of their time and attention, At the same time, the never-ending state of war is never out of mind — every dwarf knows that a chance encounter with a duergar could be fatal, and every duergar would like nothing better than to have such an opportunity.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Locathah Hunter The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people
(natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Whip The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In
-toa Whip Medium Aberration, Neutral Evil
AC 11 Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 10 +0 +0
Con 14
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Captain Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time. Scout Captain Medium or Small
Humanoid, Neutral
AC 15 Initiative +5 (15)
HP 66 (12d8 + 12)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 16 +3 +5
Con 12 +1 +1
Ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Whip The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In
-toa Whip Medium Aberration, Neutral Evil
AC 11 Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 10 +0 +0
Con 14
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Whip The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In
-toa Whip Medium Aberration, Neutral Evil
AC 11 Initiative +0 (10)
HP 45 (7d8 + 14)
Speed 30 ft., Swim 30 ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 10 +0 +0
Con 14
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Brigand Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and ambush their victims. They delight in extorting travelers
)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws Dex +5
Skills Acrobatics +5, Perception +4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Brigand Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and ambush their victims. They delight in extorting travelers
)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws Dex +5
Skills Acrobatics +5, Perception +4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Locathah Hunter The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people
(natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Brigand Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and ambush their victims. They delight in extorting travelers
)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws Dex +5
Skills Acrobatics +5, Perception +4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Captain Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time. Scout Captain Medium or Small
Humanoid, Neutral
AC 15 Initiative +5 (15)
HP 66 (12d8 + 12)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 16 +3 +5
Con 12 +1 +1
Ability
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Captain Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time. Scout Captain Medium or Small
Humanoid, Neutral
AC 15 Initiative +5 (15)
HP 66 (12d8 + 12)
Speed 30 ft., Climb 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 16 +3 +5
Con 12 +1 +1
Ability
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Locathah Hunter The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people
(natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
11 (+0)
Saving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, or wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11(+0)
DEX
14(+2)
CON
12(+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
, and wealthy patrons. Bard
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished
skulls. Maw of Sekolah
Huge monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 0 ft., swim 50 ft.
STR
21 (+5)
DEX
12 (+0)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished
skulls. Maw of Sekolah
Huge monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 0 ft., swim 50 ft.
STR
21 (+5)
DEX
12 (+0)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished
skulls. Maw of Sekolah
Huge monstrosity, neutral evil
Armor Class 12 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 0 ft., swim 50 ft.
STR
21 (+5)
DEX
12 (+0)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
(−1)
CON
16 (+3)
INT
5 (−3)
WIS
7 (−2)
CHA
7 (−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)
Actions
true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely






