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Returning 35 results for 'belong bellowing diffusing consult reduced'.
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Monsters
Quests from the Infinite Staircase
response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2);{"diceNotation":"1d10+2", "rollType":"roll
", "rollAction":"Deflect Missile"}.Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live
Monsters
Curse of Strahd
","rollDamageType":"necrotic"} necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The
reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2).
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
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
majordomo, Ahmaergo, to keep an eye on them. If Xanathar is reduced to half its maximum hit points, or if it believes its life to be in mortal danger, it activates its ring of invisibility and howls
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
majordomo, Ahmaergo, to keep an eye on them. If Xanathar is reduced to half its maximum hit points, or if it believes its life to be in mortal danger, it activates its ring of invisibility and howls
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
majordomo, Ahmaergo, to keep an eye on them. If Xanathar is reduced to half its maximum hit points, or if it believes its life to be in mortal danger, it activates its ring of invisibility and howls
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from the lagoon’s depths are tentacles that lash toward the beach at a group of panicked people dressed in hiking gear.
The tentacles belong to a kraken that took damage in an altercation with a
hunting boat earlier and has been reduced to 250 hit points. It was lurking off the lagoon’s coast when a group of archaeologists stopped here to fish. Hungry and irate, the kraken ambushed the people
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from the lagoon’s depths are tentacles that lash toward the beach at a group of panicked people dressed in hiking gear.
The tentacles belong to a kraken that took damage in an altercation with a
hunting boat earlier and has been reduced to 250 hit points. It was lurking off the lagoon’s coast when a group of archaeologists stopped here to fish. Hungry and irate, the kraken ambushed the people
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from the lagoon’s depths are tentacles that lash toward the beach at a group of panicked people dressed in hiking gear.
The tentacles belong to a kraken that took damage in an altercation with a
hunting boat earlier and has been reduced to 250 hit points. It was lurking off the lagoon’s coast when a group of archaeologists stopped here to fish. Hungry and irate, the kraken ambushed the people
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
sunfly pets are trained to come to him. The night hag flees using plane shift if reduced to 30 or fewer hit points. Uncle Longteeth’s wagon is filled with empty, filthy cages. It also holds a locked chest
. A character presents multiple compelling circumstances—like locals noticing colored lights that could belong to Sincerity’s sunflies and her sunflies flying to Uncle Longteeth’s wagon—and succeeds on
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
sunfly pets are trained to come to him. The night hag flees using plane shift if reduced to 30 or fewer hit points. Uncle Longteeth’s wagon is filled with empty, filthy cages. It also holds a locked chest
. A character presents multiple compelling circumstances—like locals noticing colored lights that could belong to Sincerity’s sunflies and her sunflies flying to Uncle Longteeth’s wagon—and succeeds on
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
sunfly pets are trained to come to him. The night hag flees using plane shift if reduced to 30 or fewer hit points. Uncle Longteeth’s wagon is filled with empty, filthy cages. It also holds a locked chest
. A character presents multiple compelling circumstances—like locals noticing colored lights that could belong to Sincerity’s sunflies and her sunflies flying to Uncle Longteeth’s wagon—and succeeds on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
the crow’s nest spot 1d4 + 2 berserkers (CE male and female Uthgardt humans) who belong to either the Black Raven tribe or the Griffon tribe. Each berserker rides a trained giant raven (use the giant
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage if the ward is reduced to 0 Hit Points. Temporary Hit Points. The Wizard takes the leftover damage. If the Wizard has Temporary Hit Points, these are lost first. Real Hit Points. Any
Ritual following the normal rules, they don’t need to consult their spellbook (unless they’re using it as a Spellcasting Focus for said spell).
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage if the ward is reduced to 0 Hit Points. Temporary Hit Points. The Wizard takes the leftover damage. If the Wizard has Temporary Hit Points, these are lost first. Real Hit Points. Any
Ritual following the normal rules, they don’t need to consult their spellbook (unless they’re using it as a Spellcasting Focus for said spell).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
the crow’s nest spot 1d4 + 2 berserkers (CE male and female Uthgardt humans) who belong to either the Black Raven tribe or the Griffon tribe. Each berserker rides a trained giant raven (use the giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
the crow’s nest spot 1d4 + 2 berserkers (CE male and female Uthgardt humans) who belong to either the Black Raven tribe or the Griffon tribe. Each berserker rides a trained giant raven (use the giant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
inquisitives charge at least 2 GP per day, plus expenses—and the use of magic can increase that cost significantly. The inquisitives best at finding lost people and things belong to the Finders Guild
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to
their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it — everything valuable, meant to live in harmony
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
leftover damage if the ward is reduced to 0 Hit Points. Temporary Hit Points. The Wizard takes the leftover damage. If the Wizard has Temporary Hit Points, these are lost first. Real Hit Points. Any
Ritual following the normal rules, they don’t need to consult their spellbook (unless they’re using it as a Spellcasting Focus for said spell).
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
inquisitives charge at least 2 GP per day, plus expenses—and the use of magic can increase that cost significantly. The inquisitives best at finding lost people and things belong to the Finders Guild
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
inquisitives charge at least 2 GP per day, plus expenses—and the use of magic can increase that cost significantly. The inquisitives best at finding lost people and things belong to the Finders Guild
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to
their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it — everything valuable, meant to live in harmony






