Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bar blast diffusing contacts rin'.
Other Suggestions:
bar beast diffusing contests rin
bar beast diffusing contact rin
bar beasts diffusing contests rin
bar blade diffusing contests rin
bar blast diffusing contact rin
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
3/day: dominate monster
1/day: circle of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
3/day: dominate monster
1/day: circle of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
innately cast the following spells, requiring no material components:
At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion
3/day: dominate monster
1/day: circle of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
(coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
(coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
(coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
handles the hangings in this area or looks behind them finds the opening without needing a check. The alcove to the northwest just inside the tunnel has a thick iron bar protruding from the wall about 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
handles the hangings in this area or looks behind them finds the opening without needing a check. The alcove to the northwest just inside the tunnel has a thick iron bar protruding from the wall about 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one
handles the hangings in this area or looks behind them finds the opening without needing a check. The alcove to the northwest just inside the tunnel has a thick iron bar protruding from the wall about 10
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
themselves across the floor using oversized face-tentacles. The fourth is a lumbering monstrosity made of stitched-together parts from goblins, dwarves, and reindeer.
The three gnome squidlings (Rin, Rix
drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Psi Crystal Detector. This black metal box is the size of a bar of soap. It emits an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
themselves across the floor using oversized face-tentacles. The fourth is a lumbering monstrosity made of stitched-together parts from goblins, dwarves, and reindeer.
The three gnome squidlings (Rin, Rix
drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Psi Crystal Detector. This black metal box is the size of a bar of soap. It emits an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
themselves across the floor using oversized face-tentacles. The fourth is a lumbering monstrosity made of stitched-together parts from goblins, dwarves, and reindeer.
The three gnome squidlings (Rin, Rix
drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Psi Crystal Detector. This black metal box is the size of a bar of soap. It emits an
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand open, and the guards assigned to the gatehouses say and do nothing as people come and go. When Bryn Shander is threatened, however, the guards close and bar the gates, refusing to open them
mines, and he has contacts throughout the dwarfholds of the North, including Mithral Hall. One of the patrons of Kelvin’s Comfort is Sir Baric Nylef (see appendix D), a knight of Tyr and a member of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand open, and the guards assigned to the gatehouses say and do nothing as people come and go. When Bryn Shander is threatened, however, the guards close and bar the gates, refusing to open them
mines, and he has contacts throughout the dwarfholds of the North, including Mithral Hall. One of the patrons of Kelvin’s Comfort is Sir Baric Nylef (see appendix D), a knight of Tyr and a member of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand open, and the guards assigned to the gatehouses say and do nothing as people come and go. When Bryn Shander is threatened, however, the guards close and bar the gates, refusing to open them
mines, and he has contacts throughout the dwarfholds of the North, including Mithral Hall. One of the patrons of Kelvin’s Comfort is Sir Baric Nylef (see appendix D), a knight of Tyr and a member of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from area G10 is difficult, as the door is barred. A character can remove the bar from the other side by succeeding on a DC 15 Dexterity check using thieves’ tools, or by succeeding on a DC 21 Strength
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21
characters on sight. Treasure. The mace is a Mace of Disruption that belonged to an honorable warrior who braved Amun Sa’s tomb years ago and perished. The weapon’s name (“Bar-ethel”) is inscribed in its hilt
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21
characters on sight. Treasure. The mace is a Mace of Disruption that belonged to an honorable warrior who braved Amun Sa’s tomb years ago and perished. The weapon’s name (“Bar-ethel”) is inscribed in its hilt
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21
characters on sight. Treasure. The mace is a Mace of Disruption that belonged to an honorable warrior who braved Amun Sa’s tomb years ago and perished. The weapon’s name (“Bar-ethel”) is inscribed in its hilt
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar. 14. Council Hall This large
keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar. 14. Council Hall This large
keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of






