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Returning 35 results for 'bards before deep concerns rebuke'.
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bards before deep concerned rebuke
bards before deep concerns refuse
Monsters
Forgotten Realms: Adventures in Faerûn
action again until the start of its next turn.Ancient spirit dragons have outgrown the petty concerns of the current age. After centuries of studying the culture and beliefs of an ancient empire, a
primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Defensive Rebuke. If a
, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient days, norkers were found deep within the earth
Monsters
Mordenkainen's Fiendish Folio Volume 1
make a single melee attack.Defensive Rebuke. If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.Cruel, vicious
for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.
Denizens of the Deep Earth. In the ancient
Monsters
Icewind Dale: Rime of the Frostmaiden
concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him.Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature
that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10);{"diceNotation":"3d10","rollType":"damage","rollAction":"Hellish Rebuke","rollDamageType
Monsters
Bigby Presents: Glory of the Giants
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
Eberron: Rising from the Last War
(4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with
, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside — still bound to
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Monsters
Fizban's Treasury of Dragons
used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst
about the multiverse.
3
A young amethyst dragon wants to take over the cavern lair of a hydra.
4
A deep pool in a young amethyst dragon;young amethyst dragon's lair leads to the underground
Monsters
Fizban's Treasury of Dragons
)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers
portion of an amethyst dragon’s hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm’s movement.
3
An ancient amethyst dragon is
Monsters
Fizban's Treasury of Dragons
"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
of major concerns in their people’s homelands, as well as potential threats to the Citadel, while the Shieldbearers of the Citadel (see the “Palace of Exile” section) seek information so they can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
come here, a deep gnome named Garra Songstone is playing the crystals for an appreciative audience of 3d4 deep gnome children (noncombatants).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of Dayawlongon Ancient belief states that all life on Dayawlongon is born from the spoken words of a poet goddess—known as Kamatayang-Langit—from which comes the people’s deep reverence for
poetry and song. This is why every community has one or more binukots, bards who serve as living repositories of art, culture, custom, and law. The death of a binukot can result in the loss of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
of major concerns in their people’s homelands, as well as potential threats to the Citadel, while the Shieldbearers of the Citadel (see the “Palace of Exile” section) seek information so they can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Town of Oztocan Perched on a flat between two large mountains, the town of Oztocan is surrounded by deep canyons. The town shares the warm and dry climate of the region, which has sparse vegetation
weakened since Xeluan’s heart cracked. Earthquakes that would normally be suppressed by the magic are now being felt, raising concerns that Oztocan is no longer safe.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
expect other creatures to pay them deep respect, if not complete deference. This attitude might grate on others, but it arises from a seed of truth. Few know of the tritons’ great victories over
the kingdoms, wars, and other struggles of the surface world. Tritons readily see such concerns as minor events, a sideshow to the tritons’ role as the world’s true protectors.
Monsters
Fizban's Treasury of Dragons
mediate disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon
the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Offering If allowed to do so, Ploopploopeen brings the characters to his quarters near the Shrine of the Deep Mother. There they meet Glooglugogg, who loudly tells his father in Undercommon that
he sees no need for outsiders to be involved in sacred matters. The archpriest dismisses his son’s concerns with a negligent wave, telling Glooglugogg that he must flow with the currents of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Implements Tables Implements—Common 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–06 Boots of False Tracks 07–08 Candle of the Deep 09–10 Charlatan’s Die 11–13 Cloak of Many
52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip. Denizens of the Deep
Earth. In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
questing knights—
Yet how the wind revives us here!
—Arthur Rimbaud
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its
echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
identifies the ingredients as including impossibly bright-red blood. If questioned, the muralists talk of working in the tomb in the service of its art, which transcends all other concerns. They direct the
first four pits are each 10 feet deep and empty except for refuse. The pit leading to area 7 is 30 feet deep and contains a ladder. Characters who watch this area long enough see the muralists
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
daelkyr, the war left seeds of madness strewn throughout the empire. As Dhakaan began to fall, a number of generals and governors gathered their forces and retreated into shelters deep within the earth
limit their population in their deep vaults. However, they have held onto the martial discipline and techniques that allowed their ancestors to dominate the continent. Their weaponsmiths are superior
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath’s undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown
14, +6 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today. Fomorian Deep Crawler Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of
Deep Crawler Huge Giant, Any Alignment
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
9 (−1)
WIS
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deep into the earth, and near portals to the Underworld. Lampad
Medium fey, neutral evil
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
13
lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature’s might. Individual naiads often grow
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Skills Investigation +6, Perception +10
Condition Immunities blinded, prone
Senses truesight 60 ft., passive Perception 20
Languages Deep Speech, telepathy 120 ft.
Challenge 9 (5,000 XP
frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Reactions
Obsessive Rebuke. When the oculorb is damaged by a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
. (blind beyond this radius), passive Perception 13
Languages Deep Speech, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Ghastly Visions. Each creature that starts its turn within
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Xill Deep within the Ethereal Plane are the demiplanes, miniature worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built
plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Deep Speech; telepathy 30 ft.
CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot.
Tentacle Lash. Melee
spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At Will: Scorching Ray (level 5 version), Thaumaturgy
2/Day: Fireball (level 6 version)
Reactions
Hellish Rebuke. The cultist casts Hellish Rebuke in response to that spell’s trigger, using the same spellcasting ability as Spellcasting.






