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Returning 35 results for 'basher bleak diffusing common remaining'.
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Magic Items
Dungeon Master’s Guide
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Darkvision out to 120 feet.
The wand communicates telepathically with its wielder and speaks Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus’s desire to slay
Magic Items
Quests from the Infinite Staircase
cast the spell, the last of the remaining fuel is expended, and the flame goes out.
Lenses
Lens Color
Spell
Fuel Cost
Amethyst
Reverse Gravity
3,000 gp
Diamond
Disintegrate
5,000 gp
Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must
Backgrounds
Planescape: Adventures in the Multiverse
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
Knight
Legacy
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Backgrounds
Player’s Handbook (2014)
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your
Noble
Legacy
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Backgrounds
Basic Rules (2014)
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
Privelege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Kenku
Legacy
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Species
Volo's Guide to Monsters
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
Firbolg
Legacy
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Species
Volo's Guide to Monsters
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility
Backgrounds
Baldur’s Gate: Descent into Avernus
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in
urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Bleak Cabal Void Soother A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief
to those they find there. Bleak Cabal Void Soother Small or Medium Humanoid, Any Alignment
Armor Class 16 (breastplate)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2
Magic Items
Lost Laboratory of Kwalish
, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears
common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to Candlekeep, though she is unaware that the book was the cause of the malaise. Varnyr is a noble with the following changes: Varnyr speaks Common and Elvish, and she has darkvision out to a range of
place, and everyone has their role.” Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.” Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Bleakers dress in gloomy, drab color schemes. Frayed clothing and weather-beaten gear are common. Role in Sigil. The Bleak Cabal’s headquarters is the Gatehouse, a fortress of healing and respite in
(detailed later in this chapter), planes on which they operate, common members, common nicknames, and their roles in the City of Doors. Athar Who Claim the Gods Are Frauds Factol: Terrance Headquarters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Athletics +9, Intimidation +5, Perception +6
Senses passive Perception 16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving
points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a
ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork
60 ft.; Passive Perception 8
Languages Common, Giant
CR 2 (XP 450; PB +2)
Actions
Greatclub. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.
Javelin. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 30/120 ft. Hit: 11 (2d6 + 4) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Composition A tarokka deck has fifty-four cards, each of which has its own name. Forty of them comprise the common deck, which is divided into four suits: swords, coins, stars, and glyphs. Each suit
is also known as the healer, and the wizard card is also known as the master of stars. The remaining fourteen cards make up the high deck, which symbolizes the natural forces of the multiverse. These cards are represented by a crown symbol and are the most powerful cards in the deck.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Wynarns, the royal bloodline of Galifar. Despite their differences, an Aundairian has more in common with a Thrane than with a Zil gnome or a Lhazaar pirate. A century ago Galifar collapsed into
remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire. The Treaty of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
passive Perception 16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short
: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Perception +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 16
Languages Common, Dwarvish, Undercommon
Challenge 9 (5,000 XP)
Dwarven Resilience. Ahmaergo has
: 11 (1d12 + 5) slashing damage, plus 7 (2d6) slashing damage if Ahmaergo has more than half his hit points remaining.
Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
)
Saving Throws Str +8, Con +6
Skills Athletics +8, Intimidation +4, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Common, Orc
Challenge 5 (1,800 XP)
Indomitable
outright, he drops to 1 hit point instead.
Actions
Multiattack. Hrabbaz makes three attacks with his morningstar.
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, plus 3 (1d6) piercing damage if Hrabbaz has more than half his hit points remaining.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
can wrest Avernus from Asmodeus’s control, this ultimately serves to unite the remaining archdevils, aligning them toward the common goal of reclaiming Avernus — which works to Asmodeus’s advantage.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points
currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. Falling
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Common)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Indomitable (2/Day). The champion rerolls a failed saving throw.
Actions
Multiattack. The champion makes three Greatsword or Shortbow
remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points
currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. Falling
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
worth of coins from different worlds and planes Sigil Faction Affinities Faction Skill Athar Religion Bleak Cabal Insight Doomguard Nature Fated Intimidation Fraternity of Order History Hands of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such
the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such
the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
rival orcs first and foremost as competitors for food and victims.
On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
tight, ropelike wrap of a Shankha Trials contestant, and the practical, gathered garments of a laborer or river navigator. Wavy or curly hair is common in the region; people rub it to a shine with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Types of Hags Each of the five common types of hags prefers a particular environment. It is possible to find a hag in unusual terrain, perhaps if she is traveling or is part of a coven along with two
eventually perform evil acts. Then, when a victim dies, the hag can harvest its soul and bring it to Hades. Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to cast the spell, the last of the remaining fuel is expended, and the flame goes out. Lenses Lens Color Spell Fuel Cost Amethyst Reverse Gravity 3,000 gp Diamond Disintegrate 2,000 gp Emerald
creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must willingly snuff the lantern’s flame with the intention to destroy the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Skills Athletics +6, Perception +4, Survival +4
Conditions petrified
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 14
Languages Common, Terran
Challenge 4 (1,100 XP
spell can’t have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day






