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Returning 25 results for 'bat bonded diffusing contained roving'.
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Quasit (familiar variant)
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Monsters
Monster Manual (2014)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back
willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
of 325 pp and a helm of underwater action (see appendix B) in which the loose coins are contained. It can be easily discovered nearby after all the bullywugs are dealt with.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
of 325 pp and a helm of underwater action (see appendix B) in which the loose coins are contained. It can be easily discovered nearby after all the bullywugs are dealt with.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
of 325 pp and a helm of underwater action (see appendix B) in which the loose coins are contained. It can be easily discovered nearby after all the bullywugs are dealt with.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
serve as bonded mounts for two Dark Tide knights (see chapter 7) who live in the hut on the island. One knight is standing guard on the island when the characters first arrive; the other one is resting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
serve as bonded mounts for two Dark Tide knights (see chapter 7) who live in the hut on the island. One knight is standing guard on the island when the characters first arrive; the other one is resting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
serve as bonded mounts for two Dark Tide knights (see chapter 7) who live in the hut on the island. One knight is standing guard on the island when the characters first arrive; the other one is resting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. These towers were once occupied by mages and contained laboratories, libraries, and living quarters. Now they lie in ruins. Map 2.10 gives you an idea of how the interior of each spire is laid out. Y3
new form is that of a bat and lasts for 1 hour.
Y9. Library This colossal building has many lofty turrets in a state of disrepair, the ground below littered with their rubble. A giant-sized door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. These towers were once occupied by mages and contained laboratories, libraries, and living quarters. Now they lie in ruins. Map 2.10 gives you an idea of how the interior of each spire is laid out. Y3
new form is that of a bat and lasts for 1 hour.
Y9. Library This colossal building has many lofty turrets in a state of disrepair, the ground below littered with their rubble. A giant-sized door
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. These towers were once occupied by mages and contained laboratories, libraries, and living quarters. Now they lie in ruins. Map 2.10 gives you an idea of how the interior of each spire is laid out. Y3
new form is that of a bat and lasts for 1 hour.
Y9. Library This colossal building has many lofty turrets in a state of disrepair, the ground below littered with their rubble. A giant-sized door
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are
action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are
action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.
Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are
action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
. Surrounding it are several wood-frame buildings that make up the town, and all is contained within a crumbling wall that’s in desperate need of repair. Winter roses along the wall blossom throughout the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
. Surrounding it are several wood-frame buildings that make up the town, and all is contained within a crumbling wall that’s in desperate need of repair. Winter roses along the wall blossom throughout the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
contained in a secret compartment under Endorovich’s remains. Once his bones and dust are swept away, the compartment can be found and opened without an ability check. Crypt 8 Duchess Dorfniya
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
contained in a secret compartment under Endorovich’s remains. Once his bones and dust are swept away, the compartment can be found and opened without an ability check. Crypt 8 Duchess Dorfniya
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the vampire is spoken of in whispers as the “Womford Bat.” Stillmarsh’s earth-filled coffin is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling
. Surrounding it are several wood-frame buildings that make up the town, and all is contained within a crumbling wall that’s in desperate need of repair. Winter roses along the wall blossom throughout the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
contained in a secret compartment under Endorovich’s remains. Once his bones and dust are swept away, the compartment can be found and opened without an ability check. Crypt 8 Duchess Dorfniya
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released






