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Returning 35 results for 'barren bards diffusing carrying resolve'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.A kind of yugoloth
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Monsters
Storm King's Thunder
. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In storm giant form, Iymrith retains her alignment
North. The Lords’ Alliance represents one of the greatest threats to dragons in Faerûn, so Iymrith is keen to bring about its end.Blue dragons make their lairs in barren places, using
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
roads and paths that crisscross Anauroch. Some of these paths are invisible on the ground, and the Bedine navigate by using the stars at night. Groups of Bedine might be traders carrying goods
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
roads and paths that crisscross Anauroch. Some of these paths are invisible on the ground, and the Bedine navigate by using the stars at night. Groups of Bedine might be traders carrying goods
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
roads and paths that crisscross Anauroch. Some of these paths are invisible on the ground, and the Bedine navigate by using the stars at night. Groups of Bedine might be traders carrying goods
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check fails and the creature’s weight exceeds the carrying capacity of the creature that grabbed it (see “Lifting and Carrying” in chapter 7 of the Player’s Handbook), the creature grabbing it must
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check fails and the creature’s weight exceeds the carrying capacity of the creature that grabbed it (see “Lifting and Carrying” in chapter 7 of the Player’s Handbook), the creature grabbing it must
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
check fails and the creature’s weight exceeds the carrying capacity of the creature that grabbed it (see “Lifting and Carrying” in chapter 7 of the Player’s Handbook), the creature grabbing it must
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Charisma as the spellcasting ability (spell save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
whichever character is carrying the groom figurine. The room has wooden doors in the north and west walls, and an ornate steel door in the east wall (see area K35 for details). The harp stands 6½ feet tall
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
whichever character is carrying the groom figurine. The room has wooden doors in the north and west walls, and an ornate steel door in the east wall (see area K35 for details). The harp stands 6½ feet tall
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
whichever character is carrying the groom figurine. The room has wooden doors in the north and west walls, and an ornate steel door in the east wall (see area K35 for details). The harp stands 6½ feet tall
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->The Book of Many Things
the players to have the ally’s character sheet or stat block, you can ask them what they’d like the ally to do and fulfill their requests. The ally might be eager for instruction, dutifully carrying
, gather valuable loot or information, or resolve old problems the characters have forgotten about or left behind.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the players to have the ally’s character sheet or stat block, you can ask them what they’d like the ally to do and fulfill their requests. The ally might be eager for instruction, dutifully carrying
, gather valuable loot or information, or resolve old problems the characters have forgotten about or left behind.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the players to have the ally’s character sheet or stat block, you can ask them what they’d like the ally to do and fulfill their requests. The ally might be eager for instruction, dutifully carrying
, gather valuable loot or information, or resolve old problems the characters have forgotten about or left behind.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
’ first attempts to climb the steps, they notice a chwinga (see appendix D) standing among them. It’s about a foot tall, and its mask resembles a triceratops’ head. It’s also carrying a large orange and
deeper. After the characters’ first attempts to climb, they notice another chwinga standing among them at the base of the steps. Its mask resembles a chameleon’s head. It’s carrying an orange and purple
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
’ first attempts to climb the steps, they notice a chwinga (see appendix D) standing among them. It’s about a foot tall, and its mask resembles a triceratops’ head. It’s also carrying a large orange and
deeper. After the characters’ first attempts to climb, they notice another chwinga standing among them at the base of the steps. Its mask resembles a chameleon’s head. It’s carrying an orange and purple
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
’ first attempts to climb the steps, they notice a chwinga (see appendix D) standing among them. It’s about a foot tall, and its mask resembles a triceratops’ head. It’s also carrying a large orange and
deeper. After the characters’ first attempts to climb, they notice another chwinga standing among them at the base of the steps. Its mask resembles a chameleon’s head. It’s carrying an orange and purple
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where they could. You’ve spent the last few years in
a champion to those who are overlooked by the institutions that exist to protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where they could. You’ve spent the last few years in
a champion to those who are overlooked by the institutions that exist to protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where they could. You’ve spent the last few years in
a champion to those who are overlooked by the institutions that exist to protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal






