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Returning 35 results for 'bat bidder diffusing common reborn'.
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Criminal / Spy
Legacy
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Backgrounds
Basic Rules (2014)
.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch
sold the secrets you uncovered to the highest bidder.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an
Backgrounds
Baldur’s Gate: Descent into Avernus
type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Criminal Origins
Criminals are pervasive in Baldur
different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.
Suggested
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
died and been reborn time and again. Like the sun, he might pass into the realm of darkness, but inevitably his bright gaze will fall on the world once again. Amaunator is seen as a stern and
law persists. Farmers and travelers beseech him when they pray for rain or sun, as do any others looking for a favorable change in the weather. But the most common form of propitiation to Amaunator
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Vermin Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Vermin Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
died and been reborn time and again. Like the sun, he might pass into the realm of darkness, but inevitably his bright gaze will fall on the world once again. Amaunator is seen as a stern and
law persists. Farmers and travelers beseech him when they pray for rain or sun, as do any others looking for a favorable change in the weather. But the most common form of propitiation to Amaunator
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
died and been reborn time and again. Like the sun, he might pass into the realm of darkness, but inevitably his bright gaze will fall on the world once again. Amaunator is seen as a stern and
law persists. Farmers and travelers beseech him when they pray for rain or sun, as do any others looking for a favorable change in the weather. But the most common form of propitiation to Amaunator
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Vermin Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
move past the midpoint of this area triggers a magic mouth spell cast on the floor, which says in Common, “Turn back now, or abandon hope!” The spell resets after 1 hour. 12c. Pit of Darkness An open
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
move past the midpoint of this area triggers a magic mouth spell cast on the floor, which says in Common, “Turn back now, or abandon hope!” The spell resets after 1 hour. 12c. Pit of Darkness An open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
move past the midpoint of this area triggers a magic mouth spell cast on the floor, which says in Common, “Turn back now, or abandon hope!” The spell resets after 1 hour. 12c. Pit of Darkness An open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains
11 (+0)
CHA
12 (+1)
Skills Intimidation +5, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in
Quasit Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains
11 (+0)
CHA
12 (+1)
Skills Intimidation +5, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in
Quasit Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane
means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains
11 (+0)
CHA
12 (+1)
Skills Intimidation +5, Survival +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in
Quasit Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane
means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane
means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
. There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
. There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
. There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
pedestal finds a riddle inscribed on its base. (Give players a copy of handout 15 in appendix E.) Unlike other inscriptions in the trial chambers, this riddle is etched in Common: Comes with sunshine
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
pedestal finds a riddle inscribed on its base. (Give players a copy of handout 15 in appendix E.) Unlike other inscriptions in the trial chambers, this riddle is etched in Common: Comes with sunshine
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
depict bare-chested humans with the heads of different animals. From left to right, the heads resemble those of a lizard, a jaguar, a lobster, a toucan, a bat, and a frog.
A character who examines the
pedestal finds a riddle inscribed on its base. (Give players a copy of handout 15 in appendix E.) Unlike other inscriptions in the trial chambers, this riddle is etched in Common: Comes with sunshine






