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Returning 35 results for 'bear binding defying chapter rooting'.
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Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Magic Items
Icewind Dale: Rime of the Frostmaiden
fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it
(frost fingers), and a poem called “Rime of the Frostmaiden” (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward
share those whispers with the minds around it.
Form of the Great Old One
Multiple entities bear the title Great Old One. You may roll on the Great Old Ones table to determine which entity gave an
Monsters
Curse of Strahd
that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days
winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to
Magic Items
Fizban's Treasury of Dragons
until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
Chromatic. Hold
monster, Rime's binding ice*
Gem. Rary's telepathic bond, Raulothim's psychic lance*
Metallic. Fizban's platinum shield,* legend lore
Dragon-Touched Focus (Ascendant);Ascendant (Legendary). The Ascendant
Monsters
Princes of the Apocalypse
Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause
freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
involved in some secret conspiracy, or perhaps some test of her worthiness. The longer the pursuit, the more determined she is to retake them and have the opportunity to teach them the error of defying her
NPCs did not survive chapter 1, replace them with newly arrived reinforcements from Menzoberranzan under the command of Ilvara, or another priestess of her caliber.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
involved in some secret conspiracy, or perhaps some test of her worthiness. The longer the pursuit, the more determined she is to retake them and have the opportunity to teach them the error of defying her
NPCs did not survive chapter 1, replace them with newly arrived reinforcements from Menzoberranzan under the command of Ilvara, or another priestess of her caliber.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
advised to continue the investigations they began in chapter 3. Ultimately, the natural disasters, monster incursions, and upswing in raider activity represent symptoms of a common disease: the presence
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
involved in some secret conspiracy, or perhaps some test of her worthiness. The longer the pursuit, the more determined she is to retake them and have the opportunity to teach them the error of defying her
NPCs did not survive chapter 1, replace them with newly arrived reinforcements from Menzoberranzan under the command of Ilvara, or another priestess of her caliber.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
for details.) Whether one takes this myth literally or figuratively, one cannot deny that untold alien worlds exist within the subterranean reaches that bear the imprisoned dragon’s name—not just the
into alien weirdness: characters could venture into a demiplane resembling Wonderland, Oz, or a postapocalyptic wasteland. Khyber is a prison realm, and the dragonshards found there relate to binding
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
for details.) Whether one takes this myth literally or figuratively, one cannot deny that untold alien worlds exist within the subterranean reaches that bear the imprisoned dragon’s name—not just the
into alien weirdness: characters could venture into a demiplane resembling Wonderland, Oz, or a postapocalyptic wasteland. Khyber is a prison realm, and the dragonshards found there relate to binding
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
for details.) Whether one takes this myth literally or figuratively, one cannot deny that untold alien worlds exist within the subterranean reaches that bear the imprisoned dragon’s name—not just the
into alien weirdness: characters could venture into a demiplane resembling Wonderland, Oz, or a postapocalyptic wasteland. Khyber is a prison realm, and the dragonshards found there relate to binding
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar’s Guide to Everything also offers more spells. Cantrip (0 Level)
Booming blade *
Green-flame
*
5th Level
Mislead
Planar binding
Teleportation circle
6th Level
Summon fiend *
Tasha’s otherworldly guise *
7th Level
Dream of the blue veil *
9th Level
Blade of disaster *
Gate
Weird
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar’s Guide to Everything also offers more spells. Cantrip (0 Level)
Booming blade *
Green-flame
*
5th Level
Mislead
Planar binding
Teleportation circle
6th Level
Summon fiend *
Tasha’s otherworldly guise *
7th Level
Dream of the blue veil *
9th Level
Blade of disaster *
Gate
Weird
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in chapter 3). Xanathar’s Guide to Everything also offers more spells. Cantrip (0 Level)
Booming blade *
Green-flame
*
5th Level
Mislead
Planar binding
Teleportation circle
6th Level
Summon fiend *
Tasha’s otherworldly guise *
7th Level
Dream of the blue veil *
9th Level
Blade of disaster *
Gate
Weird
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Group Patrons Each adventuring group is bound together by the quests it embarks on and by the dangers its members face together. This chapter offers another way to bind your party together: a group
patron. These patrons provide a strong binding element: an individual or an organization that unites a party as a team in service to a greater purpose. A group patron can help set the tone of your
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Group Patrons Each adventuring group is bound together by the quests it embarks on and by the dangers its members face together. This chapter offers another way to bind your party together: a group
patron. These patrons provide a strong binding element: an individual or an organization that unites a party as a team in service to a greater purpose. A group patron can help set the tone of your
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Appendix C: Treasures Scattered throughout Barovia are ancient treasures that can be brought to bear against Strahd von Zarovich and his fell servants. The locations of three of them—the Tome of
Strahd, the Holy Symbol of Ravenkind, and the Sunsword—are determined by the results of the card reading in chapter 1. The other items can be acquired as characters discover their whereabouts during the course of the adventure.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Appendix C: Treasures Scattered throughout Barovia are ancient treasures that can be brought to bear against Strahd von Zarovich and his fell servants. The locations of three of them—the Tome of
Strahd, the Holy Symbol of Ravenkind, and the Sunsword—are determined by the results of the card reading in chapter 1. The other items can be acquired as characters discover their whereabouts during the course of the adventure.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Group Patrons Each adventuring group is bound together by the quests it embarks on and by the dangers its members face together. This chapter offers another way to bind your party together: a group
patron. These patrons provide a strong binding element: an individual or an organization that unites a party as a team in service to a greater purpose. A group patron can help set the tone of your
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Planar Glitch The characters’ incarnations are just one manifestation of the planar instability caused by the inaccurate beliefs of modrons lost in the Outlands (see chapter 15). At any point during
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Appendix C: Treasures Scattered throughout Barovia are ancient treasures that can be brought to bear against Strahd von Zarovich and his fell servants. The locations of three of them—the Tome of
Strahd, the Holy Symbol of Ravenkind, and the Sunsword—are determined by the results of the card reading in chapter 1. The other items can be acquired as characters discover their whereabouts during the course of the adventure.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Planar Glitch The characters’ incarnations are just one manifestation of the planar instability caused by the inaccurate beliefs of modrons lost in the Outlands (see chapter 15). At any point during
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Planar Glitch The characters’ incarnations are just one manifestation of the planar instability caused by the inaccurate beliefs of modrons lost in the Outlands (see chapter 15). At any point during
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Kayalithica has won the allegiance of the Blue Bear tribe of Uthgardt, many of whom are camped in Deadstone Cleft. See chapter 3 for more information on this tribe.
Chapter 6: Canyon of the Stone Giants Deadstone Cleft is the remote canyon lair of a xenophobic clan of stone giants who worship Skoraeus Stonebones. If the characters defeat the zealous stone giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Kayalithica has won the allegiance of the Blue Bear tribe of Uthgardt, many of whom are camped in Deadstone Cleft. See chapter 3 for more information on this tribe.
Chapter 6: Canyon of the Stone Giants Deadstone Cleft is the remote canyon lair of a xenophobic clan of stone giants who worship Skoraeus Stonebones. If the characters defeat the zealous stone giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Kayalithica has won the allegiance of the Blue Bear tribe of Uthgardt, many of whom are camped in Deadstone Cleft. See chapter 3 for more information on this tribe.
Chapter 6: Canyon of the Stone Giants Deadstone Cleft is the remote canyon lair of a xenophobic clan of stone giants who worship Skoraeus Stonebones. If the characters defeat the zealous stone giant
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
to meet a Humanoid. The faculty members mentioned in chapter 1 include genasi, tritons, and even a bipedal brown bear. To the faculty and students of Strixhaven, it is unremarkable to meet someone
include humans, elves, dwarves, owlin (described in chapter 2), orcs, trolls, vampires, and studious folk of many other origins. In practical terms, for player characters, you can use the rules found in any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear and Mental Stress Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an
rules, discuss them with your players at the start of the campaign. See “Ensuring Fun for All” in chapter 1.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
to meet a Humanoid. The faculty members mentioned in chapter 1 include genasi, tritons, and even a bipedal brown bear. To the faculty and students of Strixhaven, it is unremarkable to meet someone
include humans, elves, dwarves, owlin (described in chapter 2), orcs, trolls, vampires, and studious folk of many other origins. In practical terms, for player characters, you can use the rules found in any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Fear and Mental Stress Due to the nature of their vocation, adventurers tend to be less susceptible to fear and mental stress than common folk. Whereas a farmer might flee in terror from a bear or an
rules, discuss them with your players at the start of the campaign. See “Ensuring Fun for All” in chapter 1.






