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Returning 35 results for 'bending bonds diffusing consult response'.
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Monsters
Acquisitions Incorporated
Strike","rollDamageType":"bludgeoning"} bludgeoning damage. Rosie's unarmed strikes are magical.Deflect Missiles. In response to being hit by a ranged weapon attack, Rosie deflects the missile. The
complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.Deadly Reach. In response to a creature entering
master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master’s wishes. The boneclaw forms near its master, sometimes
Species
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player
Backgrounds
Guildmasters’ Guide to Ravnica
;AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)
6
Tradition. The Old Ways must be preserved and upheld. (Any)
Bonds
d6
Bond
1
encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Personalities To customize the lizardfolk in the lair, use the personality traits, ideals, bonds, and flaws from the character backgrounds in chapter 4 of the Player’s Handbook as a starting point
— particularly warm, stagnant water. 3 Money is meaningless to you. 4 You think there are only two species of humanoid: lizardfolk and meat. 5 You have learned to laugh. You use this talent in response
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Personalities To customize the lizardfolk in the lair, use the personality traits, ideals, bonds, and flaws from the character backgrounds in chapter 4 of the Player’s Handbook as a starting point
— particularly warm, stagnant water. 3 Money is meaningless to you. 4 You think there are only two species of humanoid: lizardfolk and meat. 5 You have learned to laugh. You use this talent in response
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Personalities To customize the lizardfolk in the lair, use the personality traits, ideals, bonds, and flaws from the character backgrounds in chapter 4 of the Player’s Handbook as a starting point
— particularly warm, stagnant water. 3 Money is meaningless to you. 4 You think there are only two species of humanoid: lizardfolk and meat. 5 You have learned to laugh. You use this talent in response
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has advantage on each of
check. A character who struggles against the bonds or who tries to cast a spell or use some other ability not hindered by physical restraint is struck by pain so severe that he or she is briefly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character answers truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has
same as failing the check. A character who struggles against the bonds or who tries to cast a spell or use some other ability not hindered by physical restraint is struck by pain so severe that he or
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has advantage on each of
check. A character who struggles against the bonds or who tries to cast a spell or use some other ability not hindered by physical restraint is struck by pain so severe that he or she is briefly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character answers truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has
same as failing the check. A character who struggles against the bonds or who tries to cast a spell or use some other ability not hindered by physical restraint is struck by pain so severe that he or
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has advantage on each of
check. A character who struggles against the bonds or who tries to cast a spell or use some other ability not hindered by physical restraint is struck by pain so severe that he or she is briefly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character answers truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has
same as failing the check. A character who struggles against the bonds or who tries to cast a spell or use some other ability not hindered by physical restraint is struck by pain so severe that he or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
safe, moody atmosphere. Prepare the spirit board and any other props ahead of time. Consult “Running Horror Games” earlier in this chapter for advice on creating atmosphere. Conducting a Séance. One of
board, don’t move the planchette and see if the players unconsciously guide the planchette to a response.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
safe, moody atmosphere. Prepare the spirit board and any other props ahead of time. Consult “Running Horror Games” earlier in this chapter for advice on creating atmosphere. Conducting a Séance. One of
board, don’t move the planchette and see if the players unconsciously guide the planchette to a response.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
safe, moody atmosphere. Prepare the spirit board and any other props ahead of time. Consult “Running Horror Games” earlier in this chapter for advice on creating atmosphere. Conducting a Séance. One of
board, don’t move the planchette and see if the players unconsciously guide the planchette to a response.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural beings. Cult members often have abilities tied to the forces they worship. Aberrant Cultist Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Minor Illusion
Reactions
Counterspell (2/Day). The cultist casts Counterspell in response to that spell’s trigger, using the same
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural beings. Cult members often have abilities tied to the forces they worship. Aberrant Cultist Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Minor Illusion
Reactions
Counterspell (2/Day). The cultist casts Counterspell in response to that spell’s trigger, using the same
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural beings. Cult members often have abilities tied to the forces they worship. Aberrant Cultist Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with
spellcasting ability (spell save DC 15):
At Will: Detect Thoughts, Minor Illusion
Reactions
Counterspell (2/Day). The cultist casts Counterspell in response to that spell’s trigger, using the same
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Rosie’s unarmed strikes are magical.
Reactions
Deflect Missiles. In response to being hit by a ranged weapon attack, Rosie deflects
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person
Stealth. While in dim light or darkness, the boneclaw takes the Hide action.
Reactions
Deadly Reach. In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Rosie’s unarmed strikes are magical.
Reactions
Deflect Missiles. In response to being hit by a ranged weapon attack, Rosie deflects
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person
Stealth. While in dim light or darkness, the boneclaw takes the Hide action.
Reactions
Deadly Reach. In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person
Stealth. While in dim light or darkness, the boneclaw takes the Hide action.
Reactions
Deadly Reach. In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Rosie’s unarmed strikes are magical.
Reactions
Deflect Missiles. In response to being hit by a ranged weapon attack, Rosie deflects
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
the Underdark, and that kindness is the only response to such evil. Grick Nest The characters stumble upon a naturally formed cyst in a tunnel wall. A grick alpha and 2d4 gricks are using the cyst as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
the Underdark, and that kindness is the only response to such evil. Grick Nest The characters stumble upon a naturally formed cyst in a tunnel wall. A grick alpha and 2d4 gricks are using the cyst as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
the Underdark, and that kindness is the only response to such evil. Grick Nest The characters stumble upon a naturally formed cyst in a tunnel wall. A grick alpha and 2d4 gricks are using the cyst as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
adornment’s sake is something duergar society frowns upon, the guards’ violent response was unnatural — a hint of the growing madness festering inside the City of Blades. Deep Gnome Merchant A female
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
adornment’s sake is something duergar society frowns upon, the guards’ violent response was unnatural — a hint of the growing madness festering inside the City of Blades. Deep Gnome Merchant A female
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
adornment’s sake is something duergar society frowns upon, the guards’ violent response was unnatural — a hint of the growing madness festering inside the City of Blades. Deep Gnome Merchant A female






