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Returning 35 results for 'bark broad diffusing compelled rules'.
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Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
withdrawn and moody, dwelling on the insufferable state of life.”
21–40
“I am compelled to make the weak suffer.”
41–60
“I have no compunction against
Species
Spelljammer: Adventures in Space
Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mimics in disguise. They are magically compelled to remain in this room and adhere to creatures only when Granny Nightshade orders them to do so. The mimics are trained in nonlethal combat
grimy, old-fashioned shawl, and her skin looks like gnarled bark. A large iron key extends from her back, ticking rhythmically as it rotates.
“Sit down, children,” she says in a voice reminiscent of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mimics in disguise. They are magically compelled to remain in this room and adhere to creatures only when Granny Nightshade orders them to do so. The mimics are trained in nonlethal combat
grimy, old-fashioned shawl, and her skin looks like gnarled bark. A large iron key extends from her back, ticking rhythmically as it rotates.
“Sit down, children,” she says in a voice reminiscent of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mimics in disguise. They are magically compelled to remain in this room and adhere to creatures only when Granny Nightshade orders them to do so. The mimics are trained in nonlethal combat
grimy, old-fashioned shawl, and her skin looks like gnarled bark. A large iron key extends from her back, ticking rhythmically as it rotates.
“Sit down, children,” she says in a voice reminiscent of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Flavors of Fantasy Dungeons & Dragons is a fantasy game, but that broad category encompasses a lot of variety. Many different flavors of fantasy exist in fiction and film. Do you want a horrific
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Flavors of Fantasy Dungeons & Dragons is a fantasy game, but that broad category encompasses a lot of variety. Many different flavors of fantasy exist in fiction and film. Do you want a horrific
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hazard native to the Lower Planes. This black, creeping ivy has broad, glossy leaves with razor-sharp stems and thorns. Work crews fight the rapidly growing weed from overrunning the city. Others use
razorvine strategically to deter intruders by letting it grow along estate walls or as carefully cultivated hedges. Rules for razorvine can be found in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hazard native to the Lower Planes. This black, creeping ivy has broad, glossy leaves with razor-sharp stems and thorns. Work crews fight the rapidly growing weed from overrunning the city. Others use
razorvine strategically to deter intruders by letting it grow along estate walls or as carefully cultivated hedges. Rules for razorvine can be found in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hazard native to the Lower Planes. This black, creeping ivy has broad, glossy leaves with razor-sharp stems and thorns. Work crews fight the rapidly growing weed from overrunning the city. Others use
razorvine strategically to deter intruders by letting it grow along estate walls or as carefully cultivated hedges. Rules for razorvine can be found in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Flavors of Fantasy Dungeons & Dragons is a fantasy game, but that broad category encompasses a lot of variety. Many different flavors of fantasy exist in fiction and film. Do you want a horrific
Robert E. Howard and Fritz Leiber? Your choice can have a impact on the flavor of your campaign.
Heroic Fantasy Heroic fantasy is the baseline assumed by the D&D rules. The Player’s Handbook describes
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crucial warning for the centaur’s community.
8 A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion.
Connected
branches of a tree that recently received the benefit of a druid’s awaken spell and promises to teach the awakened tree in exchange for shelter and companionship.
7 A faerie dragon rules a pack
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crucial warning for the centaur’s community.
8 A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion.
Connected
branches of a tree that recently received the benefit of a druid’s awaken spell and promises to teach the awakened tree in exchange for shelter and companionship.
7 A faerie dragon rules a pack
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crucial warning for the centaur’s community.
8 A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion.
Connected
branches of a tree that recently received the benefit of a druid’s awaken spell and promises to teach the awakened tree in exchange for shelter and companionship.
7 A faerie dragon rules a pack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside its menhir, a nalfeshnee can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the command word. The current word
is “Kelserath,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word within 10 feet of it. Characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside its menhir, a nalfeshnee can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the command word. The current word
is “Kelserath,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word within 10 feet of it. Characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside its menhir, a nalfeshnee can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the command word. The current word
is “Kelserath,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word within 10 feet of it. Characters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the






