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Returning 35 results for 'behind branch diffusing consist received'.
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Monsters
Curse of Strahd
Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Branch"} to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6
);{"diceNotation":"3d6+6","rollType":"damage","rollAction":"Branch","rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Root. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit
Species
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Monsters
Eberron: Rising from the Last War
effects.
Rejuvenation. Illmarrow’s body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10;{"diceNotation":"1d10","rollType":"roll
Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the
Backgrounds
Sword Coast Adventurer's Guide
Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the
people I served with.
2
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing
Backgrounds
Sword Coast Adventurer's Guide
traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.
Even if you have left your tribe behind (at least for now), you hold to the
fullest.
3
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
4
I am slow to trust members of other races, tribes, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds. In addition to being natural climbers, hadozees have feet
Hadozee Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds. In addition to being natural climbers, hadozees have feet
Hadozee Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
branch. Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds. In addition to being natural climbers, hadozees have feet
Hadozee Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the trees and evolved wing-like flaps that enabled them to glide from branch to branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the trees and evolved wing-like flaps that enabled them to glide from branch to branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
the trees and evolved wing-like flaps that enabled them to glide from branch to branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the staircase’s landings, a wistful traveler can find the door to the destination of their dreams. Adventure awaits behind every door. Kamila Szutenberg A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the staircase’s landings, a wistful traveler can find the door to the destination of their dreams. Adventure awaits behind every door. Kamila Szutenberg A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the staircase’s landings, a wistful traveler can find the door to the destination of their dreams. Adventure awaits behind every door. Kamila Szutenberg A luminous branch of the Infinite Staircase ascends to a celestial door guarded by a vigilant sphinx
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
clandestine deals. The pirates grumbled about the poor treatment they received, but they issued no ultimatums to alter the arrangements. Although the two groups had their differences, the clerics never
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
clandestine deals. The pirates grumbled about the poor treatment they received, but they issued no ultimatums to alter the arrangements. Although the two groups had their differences, the clerics never
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
clandestine deals. The pirates grumbled about the poor treatment they received, but they issued no ultimatums to alter the arrangements. Although the two groups had their differences, the clerics never
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dungeon Master’s Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her — but not before a pair of shadow
anyone attempts to enter, climb, or damage the tower. This cavern’s rough floor has been flattened where the tower stands, while the floor behind the tower has collapsed into a shaft 300 feet deep and 100
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dungeon Master’s Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her — but not before a pair of shadow
anyone attempts to enter, climb, or damage the tower. This cavern’s rough floor has been flattened where the tower stands, while the floor behind the tower has collapsed into a shaft 300 feet deep and 100
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dungeon Master’s Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her — but not before a pair of shadow
anyone attempts to enter, climb, or damage the tower. This cavern’s rough floor has been flattened where the tower stands, while the floor behind the tower has collapsed into a shaft 300 feet deep and 100
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago.
4 The characters are invited to help a
, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly.
6 A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago.
4 The characters are invited to help a
, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly.
6 A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
near, their grayish rotting flesh becomes apparent. A pair of red-faced women in heavy armor run behind the undead crying, “Stop those zombies!”
Greater zombies (see appendix A) that escaped from
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
3 Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago.
4 The characters are invited to help a
, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly.
6 A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
near, their grayish rotting flesh becomes apparent. A pair of red-faced women in heavy armor run behind the undead crying, “Stop those zombies!”
Greater zombies (see appendix A) that escaped from
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
near, their grayish rotting flesh becomes apparent. A pair of red-faced women in heavy armor run behind the undead crying, “Stop those zombies!”
Greater zombies (see appendix A) that escaped from
” sidebar with a successful DC 15 Charisma (Intimidation) check. INIARV’S TOWER FEATURES
The ruins of Iniarv’s Tower consist of three towers: one enormous 80-foot-high main tower connected to two smaller






