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Returning 30 results for 'bard barriers diffusing clubs rush'.
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Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
who can enter a battle rage
d12
Strength
Strength & Constitution
Light and medium armor, shields, simple and martial weapons
Bard
An inspiring magician whose power echoes the music of
lightning — and adopting animal forms
d8
Wisdom
Intelligence & Wisdom
Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
who can enter a battle rage
d12
Strength
Strength & Constitution
Light and medium armor, shields, simple and martial weapons
Bard
An inspiring magician whose power echoes the music of
lightning — and adopting animal forms
d8
Wisdom
Intelligence & Wisdom
Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
who can enter a battle rage
d12
Strength
Strength & Constitution
Light and medium armor, shields, simple and martial weapons
Bard
An inspiring magician whose power echoes the music of
lightning — and adopting animal forms
d8
Wisdom
Intelligence & Wisdom
Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
. 10B. East Arsenal. The eastern wing has another supply of throwing rocks, five massive clubs, nine fire giant helmets, two chain shirts, eight shields, and eight studded leather jacks—all giant-sized
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
. 10B. East Arsenal. The eastern wing has another supply of throwing rocks, five massive clubs, nine fire giant helmets, two chain shirts, eight shields, and eight studded leather jacks—all giant-sized
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
. 10B. East Arsenal. The eastern wing has another supply of throwing rocks, five massive clubs, nine fire giant helmets, two chain shirts, eight shields, and eight studded leather jacks—all giant-sized
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Skyweaver
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8
.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Skyweaver
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8
.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Skyweaver
Medium humanoid (human), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 44 (8d8 + 8
.
Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells:
Cantrips
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
. If either Venture or the characters start a prison riot, all the duergar from areas B11 and area B18 rush to area B4 to quell it. The erinyes in areas B2, area B3, and area B8 watch in amusement but
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
. If either Venture or the characters start a prison riot, all the duergar from areas B11 and area B18 rush to area B4 to quell it. The erinyes in areas B2, area B3, and area B8 watch in amusement but
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
. If either Venture or the characters start a prison riot, all the duergar from areas B11 and area B18 rush to area B4 to quell it. The erinyes in areas B2, area B3, and area B8 watch in amusement but
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when
. (The ogre would never stoop to wielding the delicate blade like some prancing bard.) 13. Dwarven Statue At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when
. (The ogre would never stoop to wielding the delicate blade like some prancing bard.) 13. Dwarven Statue At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Cage Door. The cage door to the south leads to area 6, where two prisoners languish under the orcs’ indifferent care. The prisoners leap to their feet and rush to the cage door to cry for help when
. (The ogre would never stoop to wielding the delicate blade like some prancing bard.) 13. Dwarven Statue At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated
appendix C) of the Sky Pony tribe emerge from the northwest edge of the woods, having been drawn here by sounds of combat. They rush forward and attack. Treasure The cultists’ stone breastplates are treated
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated
appendix C) of the Sky Pony tribe emerge from the northwest edge of the woods, having been drawn here by sounds of combat. They rush forward and attack. Treasure The cultists’ stone breastplates are treated
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated
appendix C) of the Sky Pony tribe emerge from the northwest edge of the woods, having been drawn here by sounds of combat. They rush forward and attack. Treasure The cultists’ stone breastplates are treated






