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Returning 35 results for 'bear being diffusing consult refuse'.
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Magic Items
Lost Laboratory of Kwalish
failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20
New
Form
1
Tyrannosaurus Rex
2
Giant Ape
3
Elephant
4
Giant scorpion
5
Rhinoceros
6
Polar bear
7
Giant toad
8
Giant eagle
9
Black bear
10
Species
Mordenkainen Presents: Monsters of the Multiverse
and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red
or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wildersung Wood The straight-limbed trees that make up this wood bear bark that causes sounds to echo. Wildlife lurks restlessly in the Wildersung Wood, stalking travelers with unusual boldness. And
raise their voices and join the chorus. Those who don’t risk meeting a terrible fate—strangers or those who refuse to sing are regularly discovered with inexplicably broken necks.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form
the target creature is transformed into. d20 New Form 1 Tyrannosaurus Rex 2 Giant Ape 3 Elephant 4 Giant scorpion 5 Rhinoceros 6 Polar bear 7 Giant toad 8 Giant eagle 9 Black bear 10 Crocodile 11
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
“grandmother.”
6 Escape an estate after the residents adopt the party and refuse to let them leave.
7 Learn why the characters bear uncanny resemblances to the founders of an underground village.
8 Slay a dragon and, in so doing, prove a character is the prophesied chosen one.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
the land. The Uthgardt stalk the foothills of the Graypeaks and hunt wild game in Delimbiyr Vale. They also occupy several caves within Deadstone Cleft and look after the stone giants’ cave bear pets
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Facing Xanathar Roll percentile dice to determine the beholder’s location when the characters arrive, and consult the Xanathar’s Location table. Xanathar’s Location d100 Location 01–50 Xanathar is
tries to subjugate the rest. In exchange for their lives, the survivors must agree to help the beholder find the Stone of Golorr. If they refuse, the beholder destroys another character and repeats the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beasts you’ve already seen. The following tables organize beasts from the Monster Manual according to the beasts’ most likely environments. Consider the environment your druid grew up in, then consult the
1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6). Arctic CR Beast Fly/Swim 0 Owl Fly 1/8 Blood hawk Fly 1/4 Giant owl Fly 1 Brown bear — 2 Polar bear Swim 2
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Werebear Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
appendix C) approaches from area V9, both arriving at the same time. They try to kill intruders on sight. If more than two intruders are visible, the verbeeg whistles for the cave bear, which arrives
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their
sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Whenever the characters finish investigating one of the crime scenes listed above, roll a d20 and consult the Goblin Mischief table to see what occurs. Goblin Mischief d20 Mischief 1 A goblin psi
. 5 Five goblins fling refuse at passers-by from the alley behind Stonehill Inn. 6 Three goblins splash paint across the side of Harbin Wester’s home 7 Shingles from the roof of the Sleeping Giant are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if they refuse. The drow priestess is never encountered without her adopted drow daughter, Zress Orlezziir, and a yochlol advisor disguised as a female drow named Chalizana. To determine where the
characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table: d20 Vlonwelv’s Location 1–5 Area 25b 6–15 Area 26 16–20 Area 27a Treasure. Vlonwelv wears two webbed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is, tales of overcrowding, starvation, and disease. Although we at the Voice of Breland sympathize with all who suffer, we refuse to ignore the deadly threat in our midst. The majority of Cyrans who
you can participate in the Sacrament of the Blood or consult with a priest. It’s also the best place to find a skilled necromancer, or to hear rumors about the latest schemes of the Order of the Emerald Claw.
Magic Items
The Book of Many Things
protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a d6. On a roll of 1, which indicates a random encounter, consult the section below that corresponds to the
, coming from the great hall (area 11) to get her pet cave bear from her room (see area 7) A hill giant with four dire wolves from the open yard (area 22) going to the barracks (area 4) Chief Nosnra
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chilly here.
If they accompany the characters openly, Wiggan and Bertram cower at the edge of the hill. The halflings refuse to set foot upon the “cursed” ground. Map 6.6: The Barrow Mound Barrow
, read the following: A crude fieldstone arch forms the entrance to the burial chamber. In three branching alcoves are three scorched altars — one of a tiger, another of an elk, and another of a bear. In
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
each successful check, a team rolls its boulder 10 feet closer to the finish line.
Goliath Werebear The characters encounter a goliath werebear (see appendix C) in polar bear form, galumphing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
punishments or duties that can be set for them. Treatment of slaves is the affair of their owners. It is a capital offense for a slave to refuse any order from a drow of the house that owns the slave. A
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ground near the cave mouth, and the stench of blood hangs in the air. The bones belong to the owlbear’s victims, including animals, explorers, and other monsters. The bones bear indentations from the
here, the owlbear loses interest and returns to its den. G4: Smelly Refuse This cave contains heaps of food scraps, rotting carcasses, and a scattering of halfling-size bird pellets composed of fur
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Forest Between the forest and the underground river are narrow, pebbled beaches upon which Wyllow has planted carved wooden signs that bear the following warning in Common, Draconic, and Elvish
obtain the wand from the grave, the will-o’-wisp tries to lead them to Wyllow’s tower and a showdown with the archdruid. If the characters refuse to avenge Crissann, the will-o’-wisp attacks them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
iron railings that enclose the balcony are sturdy and shaped to look like webs.
Decor. Hanging on the walls between six sets of double doors are steel shields that bear web-like and spider-like designs
forces it to reveal the gate’s command word, which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 11f. Arcane Locked Doors Muiral has cast
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bear the characters’ weight, it is fragile. Damaging the Bridge. Each 5-foot segment of the bridge is a Large object with AC 15, 10 hit points, vulnerability to lightning damage, and immunity to poison
regaining his memory or powers—if he ever had any. Followers of the Frog. The giant urges characters who speak with him to become the first of his new followers. He ignores characters who refuse, but he’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the dale, she prefers the taste of reindeer, walrus, and polar bear flesh to that of humanoids. The dragon has a healthy respect for humanoids and has never threatened Ten-Towns directly, though it
doesn’t occur during a blizzard, the characters see Arveiaturace in the sky or on the ground. If she’s on the ground, she’s eating a polar bear or a herd of reindeer that she has killed with her breath
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and an armband made of gold fabric with a clasp fashioned from ivory and amber sculpted in the form of a bear. The armband is worth 500 gp, and it serves as a token of free passage. 9–10. Cavern Guard
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
crafts while others sleep. The creatures’ sanitary needs, such as they are, are served by a deep pit near each sleeping area where refuse is deposited. Most of the sleeping areas in the lair also double
following are examples of common kobold traps: Barrels or small pots of oil (to be boiled, spilled, lit, or both) Bear traps that fall on tall creatures’ heads Bells to announce intruders Block-and-tackle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
motionless in the air. Fruit Trees. Many of the trees in the garden bear glittering gold and silver fruit. A detect magic spell reveals auras of divination magic around the gold fruit and auras of
music and voices come from inside the place. If one or more characters look inside, read: Seven guests—one of them a talking bear—lounge around a picnic table covered with an emerald-green cloth and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land Druid Level Circle
Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines: The Magical Properties of Gemstones
patio, the paving cracked and overrun with weeds. Other than a pile of refuse in the southeast corner, the room is bare.
A secret trapdoor in the northern half of the room leads to the cellar (area 21
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
(from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in
complex, or that it’s possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. The characters might disguise themselves as orcs using captured gear
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
zombie pulls the furnace lever. Mortal Lessons
A character could easily die in area M5. If this happens, reveal that the characters have multiple incarnations. Consult the “Glitch Characters” section
of icy brambles. Carcasses worn by time lie partially buried in the sleet and ice. A skeletal, black-barked tree looms over the gloomy orchard. Its branches bear a single fruit.
Bodies undergo a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
location marked on the map of Thither or when they first arrive at a particular landmark. To determine what the characters encounter, roll a d8 and consult the Random Encounters in Thither table. Several
goats to attack. If they are deprived of their weapons and returned to their normal forms, the redcaps stomp their iron boots and demand that their sickles be returned to them. If the characters refuse






