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Returning 35 results for 'bards breaks diffusing correctly regions'.
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bards breath diffusing correctly regions
bards beats diffusing correctly 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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
unique beings, of which the terrifying Tromokratis (described in the “Mythic Monsters” section of this chapter) numbers among the most feared. When a nadir kraken breaks free of its sea lock and rises to
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->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->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->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
unique beings, of which the terrifying Tromokratis (described in the “Mythic Monsters” section of this chapter) numbers among the most feared. When a nadir kraken breaks free of its sea lock and rises to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
that restricts its travel. The area encompassed by the lock is large enough to enable the kraken to feed but prevents these near-immortal beings from raiding densely populated regions. Some stories claim
unique beings, of which the terrifying Tromokratis (described in the “Mythic Monsters” section of this chapter) numbers among the most feared. When a nadir kraken breaks free of its sea lock and rises to
Monsters
Fizban's Treasury of Dragons
what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress
, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant
Monsters
Fizban's Treasury of Dragons
said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like to impress visitors by
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
window. Choose the one you think is creepier: Strahd smashes the cake and breaks the window to make the characters think something terrible has escaped and is now stalking them. Strahd’s hate assumes
doesn’t appear again. If the characters attack the ghost, it attacks them in turn. Treasure The lute, though old and covered in dust, has survived the passage of time. It is a magic instrument of the bards called a Doss lute.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
window. Choose the one you think is creepier: Strahd smashes the cake and breaks the window to make the characters think something terrible has escaped and is now stalking them. Strahd’s hate assumes
doesn’t appear again. If the characters attack the ghost, it attacks them in turn. Treasure The lute, though old and covered in dust, has survived the passage of time. It is a magic instrument of the bards called a Doss lute.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
window. Choose the one you think is creepier: Strahd smashes the cake and breaks the window to make the characters think something terrible has escaped and is now stalking them. Strahd’s hate assumes
doesn’t appear again. If the characters attack the ghost, it attacks them in turn. Treasure The lute, though old and covered in dust, has survived the passage of time. It is a magic instrument of the bards called a Doss lute.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3 or higher (see “Drow Pursuit” in chapter 2), Ilvara has already sent a party ahead of them, guessing correctly that the escaped prisoners might seek refuge with the duergar. Characters with a
decreases the pursuit level by 2. However, if combat ever breaks out between the characters and the drow, a squad of five duergar stone guards (see appendix C) and five duergar warriors arrive within 1d4 rounds and arrest the lot of them (see “Getting Captured”).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3 or higher (see “Drow Pursuit” in chapter 2), Ilvara has already sent a party ahead of them, guessing correctly that the escaped prisoners might seek refuge with the duergar. Characters with a
decreases the pursuit level by 2. However, if combat ever breaks out between the characters and the drow, a squad of five duergar stone guards (see appendix C) and five duergar warriors arrive within 1d4 rounds and arrest the lot of them (see “Getting Captured”).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3 or higher (see “Drow Pursuit” in chapter 2), Ilvara has already sent a party ahead of them, guessing correctly that the escaped prisoners might seek refuge with the duergar. Characters with a
decreases the pursuit level by 2. However, if combat ever breaks out between the characters and the drow, a squad of five duergar stone guards (see appendix C) and five duergar warriors arrive within 1d4 rounds and arrest the lot of them (see “Getting Captured”).
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-figure drawings carved into its northern wall.
A character who makes a successful DC 15 Intelligence (History) check can correctly interpret the carvings, which show frost giants wading up a river to
larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-figure drawings carved into its northern wall.
A character who makes a successful DC 15 Intelligence (History) check can correctly interpret the carvings, which show frost giants wading up a river to
larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-figure drawings carved into its northern wall.
A character who makes a successful DC 15 Intelligence (History) check can correctly interpret the carvings, which show frost giants wading up a river to
larger to fail the check causes the ice to crack and fall, releasing a dormant water weird. After the ice breaks, enough ice remains that characters can still climb it, but the DC of the check
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
or minor illusion, or even copy it with pen and ink. In any case, a character must succeed on a DC 15 Intelligence (Arcana) check to correctly re-create the tattoo, which requires 10 minutes of study
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
characters don’t answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle. Sphinx’s Riddle. Senenura’s riddle is as follows: “Too much, and you wither
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
characters don’t answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle. Sphinx’s Riddle. Senenura’s riddle is as follows: “Too much, and you wither
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and opinions. While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse. P14d. Characters who have a passive Wisdom (Perception
characters don’t answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle. Sphinx’s Riddle. Senenura’s riddle is as follows: “Too much, and you wither
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
the characters at this tier. These adventurers explore uncharted regions and delve into forgotten dungeons, where the characters confront terrible schemers of the Lower Planes, cunning rakshasas and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
the characters at this tier. These adventurers explore uncharted regions and delve into forgotten dungeons, where the characters confront terrible schemers of the Lower Planes, cunning rakshasas and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
the characters at this tier. These adventurers explore uncharted regions and delve into forgotten dungeons, where the characters confront terrible schemers of the Lower Planes, cunning rakshasas and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
humans here. All three townsfolk believe—correctly—that the flying monsters are saving them to eat them later because the monsters have gorged themselves on the goblins. The trio has been here for a couple
. The behir is hungry but cautious. If the characters don’t attack, the behir asks them in Draconic to drive the gricks out of the adjoining cave. If a fight breaks out, the behir tries to maneuver into
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
humans here. All three townsfolk believe—correctly—that the flying monsters are saving them to eat them later because the monsters have gorged themselves on the goblins. The trio has been here for a couple
. The behir is hungry but cautious. If the characters don’t attack, the behir asks them in Draconic to drive the gricks out of the adjoining cave. If a fight breaks out, the behir tries to maneuver into






