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Returning 35 results for 'banners bullying diffusing colony remove'.
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Bugbear
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Species
Volo's Guide to Monsters
is tight-knit, and its members cooperate well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Giant Kin Encounters table in chapter 3 to unleash on surrounding settlements. The giant can be cleansed of Far Realm influence by the remove curse or greater restoration spell, but only if the
spell is cast while the giant has the incapacitated condition and the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. Food for Thought A colony of mind flayers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Giant Kin Encounters table in chapter 3 to unleash on surrounding settlements. The giant can be cleansed of Far Realm influence by the remove curse or greater restoration spell, but only if the
spell is cast while the giant has the incapacitated condition and the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. Food for Thought A colony of mind flayers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from the Giant Kin Encounters table in chapter 3 to unleash on surrounding settlements. The giant can be cleansed of Far Realm influence by the remove curse or greater restoration spell, but only if the
spell is cast while the giant has the incapacitated condition and the caster succeeds on a DC 20 ability check using the caster’s spellcasting ability. Food for Thought A colony of mind flayers
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
5d8 + 20 hit points. 4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse
any lone mimic could approximate. A mimic colony can work together to form buildings, bridges, crystal formations, cliff faces, statues, and nearly anything it desires. Entire villages appearing out
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
5d8 + 20 hit points. 4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse
any lone mimic could approximate. A mimic colony can work together to form buildings, bridges, crystal formations, cliff faces, statues, and nearly anything it desires. Entire villages appearing out
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
5d8 + 20 hit points. 4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse
any lone mimic could approximate. A mimic colony can work together to form buildings, bridges, crystal formations, cliff faces, statues, and nearly anything it desires. Entire villages appearing out
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Garden of Welcome Phylo has converted this unused terrace for the exciting new ideas that Zuggtmoy has inspired in it — ideas that are “too incredible” for the rest of the colony to absorb at once
natural fence of soaring zurkhwood stalks. Muffled murmuring can be heard from atop the plateau.
Circle of Masters The newest circle in the colony, the Circle of Masters is formed exclusively by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Garden of Welcome Phylo has converted this unused terrace for the exciting new ideas that Zuggtmoy has inspired in it — ideas that are “too incredible” for the rest of the colony to absorb at once
natural fence of soaring zurkhwood stalks. Muffled murmuring can be heard from atop the plateau.
Circle of Masters The newest circle in the colony, the Circle of Masters is formed exclusively by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
their size and strength to work as stealthy assassins rather than blundering around like ogres. Bullying, murder, and engaging in battle are all holy acts for bugbears. Garroting an unsuspecting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
their size and strength to work as stealthy assassins rather than blundering around like ogres. Bullying, murder, and engaging in battle are all holy acts for bugbears. Garroting an unsuspecting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
well when hunting or bullying other creatures. But when the fortunes of a gang turn sour, the individuals become selfish, and might sabotage one another to remove opposition or exile weaker or
their size and strength to work as stealthy assassins rather than blundering around like ogres. Bullying, murder, and engaging in battle are all holy acts for bugbears. Garroting an unsuspecting
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Garden of Welcome Phylo has converted this unused terrace for the exciting new ideas that Zuggtmoy has inspired in it — ideas that are “too incredible” for the rest of the colony to absorb at once
natural fence of soaring zurkhwood stalks. Muffled murmuring can be heard from atop the plateau.
Circle of Masters The newest circle in the colony, the Circle of Masters is formed exclusively by
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade Preparations The following tasks must be completed to transform Kollema Hall: Remove all the tables from the first floor. Unpack the supplies delivered from the Biblioplex. Hang banners
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade Preparations The following tasks must be completed to transform Kollema Hall: Remove all the tables from the first floor. Unpack the supplies delivered from the Biblioplex. Hang banners
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade Preparations The following tasks must be completed to transform Kollema Hall: Remove all the tables from the first floor. Unpack the supplies delivered from the Biblioplex. Hang banners
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the alliance’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the alliance’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Prisoners table or choose entries that interest you. If a prisoner’s game statistics become necessary, choose an appropriate stat block from appendix B of the Monster Manual and remove armor, weapons
no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the alliance’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it might subtly remove all known Dwarvish-speaking characters from the simulation until its familiarity with that language improves significantly.
The Yawning Portal. The most accurate and fleshed
into the simulation can escape only if Extremiton allows it or if their psipods are shut down. The ulitharid might remove one or more characters from the simulation if it finds them too disruptive, in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it might subtly remove all known Dwarvish-speaking characters from the simulation until its familiarity with that language improves significantly.
The Yawning Portal. The most accurate and fleshed
into the simulation can escape only if Extremiton allows it or if their psipods are shut down. The ulitharid might remove one or more characters from the simulation if it finds them too disruptive, in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it might subtly remove all known Dwarvish-speaking characters from the simulation until its familiarity with that language improves significantly.
The Yawning Portal. The most accurate and fleshed
into the simulation can escape only if Extremiton allows it or if their psipods are shut down. The ulitharid might remove one or more characters from the simulation if it finds them too disruptive, in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
more of the essence of the Abyss pushes its way through. In time, a plane or a world could become a colony of the Abyss, overrun with demons and devoid of all other forms of life. Initial Infection A
on Reality In its third phase, the demonic virus invades fully and becomes a part of the world. Simply killing the demons in an afflicted area is no longer enough to remove the Abyss’s stain. The size
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
more of the essence of the Abyss pushes its way through. In time, a plane or a world could become a colony of the Abyss, overrun with demons and devoid of all other forms of life. Initial Infection A
on Reality In its third phase, the demonic virus invades fully and becomes a part of the world. Simply killing the demons in an afflicted area is no longer enough to remove the Abyss’s stain. The size
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
more of the essence of the Abyss pushes its way through. In time, a plane or a world could become a colony of the Abyss, overrun with demons and devoid of all other forms of life. Initial Infection A
on Reality In its third phase, the demonic virus invades fully and becomes a part of the world. Simply killing the demons in an afflicted area is no longer enough to remove the Abyss’s stain. The size
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captain overboard. The other captains are still adjusting to their ill-mannered new confederate, who seems intent on bullying his way toward declaring himself king of the pirates.
Elok wants to stop
can be found with a successful DC 12 Wisdom (Perception) check. The compartment holds 58 gp, 140 sp, a potion of water breathing, and three black eye patches. (The pirate captains don the eye patches before trying to remove treasure from area 4.)
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captain overboard. The other captains are still adjusting to their ill-mannered new confederate, who seems intent on bullying his way toward declaring himself king of the pirates.
Elok wants to stop
can be found with a successful DC 12 Wisdom (Perception) check. The compartment holds 58 gp, 140 sp, a potion of water breathing, and three black eye patches. (The pirate captains don the eye patches before trying to remove treasure from area 4.)
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
has no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
has no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
has no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
has no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
table or choose entries you like. If a prisoner’s game statistics become necessary, choose an appropriate stat block from the Monster Manual, and remove armor, weapons, and other gear. Prisoners d6
has no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the






