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Returning 27 results for 'bards barriers diffusing chain regions'.
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bards barriers diffusing charm regions
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
Monsters
Eberron: Rising from the Last War
, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
civilization, protecting each from the other. The Greensingers see the magic of the fey as a part of nature. They honor the archfey that have influence in their regions and try to live in harmony with other
fey creatures. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. The Gatekeepers protect the natural world from unnatural
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that
reveres Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Firenewt Warrior Medium humanoid (firenewt), neutral evil
Armor Class 16 (chain shirt, shield
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->Basic Rules (2014)
Boon option produces a special creature or an object that reflects your patron’s nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Boon option produces a special creature or an object that reflects your patron’s nature.
Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Performance Types d10 Performance Type 1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting Bard
Medium Humanoid, Any Alignment
Armor Class 15 (chain shirt)
Hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Fennor wears a chain shirt (AC 14), wields a greatsword that deals 10 (2d6 + 3) slashing damage on a hit, and has the Multiattack action, allowing her to use an action to make two attacks with her sword
tribe are dangerous raiders. Most locals consider them to be savage bandits. Those who are from other regions know the Elk tribe reputation with a successful DC 10 Intelligence (History) check
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
rattling of chains all around them. 12. Dressing Mill Eight orcs work here under the watch of a fire giant. The bucket chain moves from north to south through this room, the iron buckets dangling a few feet
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
elemental fire in its worst incarnation.
Firenewt Warrior
Medium humanoid (firenewt), neutral evil
Armor Class 16 (chain shirt, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
10(+0
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
simple pull-chain mechanism in times of danger. This hall is devoid of decoration. A frozen well stands hear a hallway to the east, and three iron cages are pushed against one wall. One contains a
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
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
climb the outer walls but is otherwise indifferent to the goings-on in the yards below. B9: Harbor Towers Two mighty towers flank the entrance to the fortress’s harbor. A great steel chain stretches
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The brain in a jar has advantage on saving
, shatter*
3rd level (3 slots): counterspell, fireball,* lightning bolt*
4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): Bigby’s hand,* cone of cold*
6th level (1 slot): chain
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lady Illmarrow Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a
level (2 slots): chain lightning, circle of death, create undead
7th level (2 slots): finger of death, forcecage, prismatic spray
8th level (1 slot): incendiary cloud, maze
9th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
of Force. Transparent, soundproof walls of force separate areas 1, area 2, and area 3. Vocath can pass through these magical barriers, as can creatures that are tattooed with his personal sigil
) and four paintings of space-dwelling fauna (750 gp each). Racks hold ornate weapons and armor, including a suit of +1 chain mail and a +1 greatsword. Vocath is willing to sell these magic items for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
soldiers and civilians alike, whose actions then weakened the overlord’s bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
bolt, shield
3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
smithies accustomed to the forge’s unbearable temperatures. Azers, fire elementals, and chain devils number among the Armory’s blacksmiths, along with dwarves and other Doomguard smiths. Aslan Ashfang, a
, supposedly impartial magistrate appointed by the Guvners. Punishments are tailored to fit the crime, and advocates are strongly encouraged. Lawyers and orators, these civil servants include bards
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
courtesy of a Sequester spell. Nakari keeps dust and other detritus from accumulating on the slab and Yemi’s resting form. Yemi wears a glass key keepsake on a copper chain around her neck, and she gently
clasps an Instrument of the Bards (Ollamh harp), which she acquired in her youth. Taking the harp, plucking one of its strings, or removing the glass key from around Yemi’s neck ends the Sequester spell
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lasts until the character moves away from the fluid. Treasure. A suit of chain mail, two shortswords, and a mace lie on the floor. All are twisted and malformed, as if they were affected by a roll of
. Treasure. The vellum maps depict regions of Cyre that bear no resemblance to the current topography. Though useless to navigators, the maps are worth 2,500 gp to historians, collectors, or Cyran
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers — not surprising, given that many Harpers are wizards and bards. Grand and
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound






