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Returning 35 results for 'benefit built diffusing content running'.
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Monsters
Monster Manual
, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
vampire takes 20 Acid damage if it ends its turn in running water.Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the
Monsters
The Wild Beyond the Witchlight
Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2", "rollType
Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Light Crossbow"} to hit (the target gains no benefit from less than total cover), range 320 ft., one
Monsters
Candlekeep Mysteries
’s small enough to hold in one hand and Jade Tigress has a hand free.Jade Tigress is a powerfully built woman whose body has been honed by intense physical training. She is rugged in appearance
, with jet-black hair, hazel eyes, and a long, thin scar running across her right cheek. She matches the description of one of the thieves who infiltrated Candlekeep.
Personality Trait. “Nothing
Monsters
Guildmasters’ Guide to Ravnica
shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab
without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a
Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark
Leaping Legs. With or without a running start, the krasis’s long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet
Monsters
Keys from the Golden Vault
clan in a stronghold called Gauntlgrym. Korda built a network of informants and agents, ostensibly all to the benefit of Clan Axebreaker. With each success, she paid tattooists to inscribe a memorial of
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Monsters
Fizban's Treasury of Dragons
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
sanctuary of ice and snow. Trusted guests might be invited into this part of the lair.
Central Spire. The central grand spire is hollow, and built into its upper recesses are several icy perches where
Monsters
Fizban's Treasury of Dragons
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
hollow, and built into its upper recesses are several icy perches where the dragon keeps the greatest treasures. As with everything in the lair, nothing is truly off-limits to visitors, as long as they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
oil for 5 sp each and casks of pitch for 2 gp each. Five years ago, a doppelganger killed Garryth and assumed his identity after disposing of the body. The doppelganger is content running the business and has no qualms about paying money to Xanathar for protection.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
oil for 5 sp each and casks of pitch for 2 gp each. Five years ago, a doppelganger killed Garryth and assumed his identity after disposing of the body. The doppelganger is content running the business and has no qualms about paying money to Xanathar for protection.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
oil for 5 sp each and casks of pitch for 2 gp each. Five years ago, a doppelganger killed Garryth and assumed his identity after disposing of the body. The doppelganger is content running the business and has no qualms about paying money to Xanathar for protection.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Set Expectations Well before you assemble a group around a game table, pitch the adventures you’re thinking about running to your prospective players. Note the types of conflicts that might arise
, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Set Expectations Well before you assemble a group around a game table, pitch the adventures you’re thinking about running to your prospective players. Note the types of conflicts that might arise
, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Running the Adventure Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Running the Adventure Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
of an adult deep dragon.
7
An adult deep dragon has ended up rearing a young brass dragon and is running out of patience for the young dragon’s mischief.
8
An adult deep dragon takes
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Set Expectations Well before you assemble a group around a game table, pitch the adventures you’re thinking about running to your prospective players. Note the types of conflicts that might arise
, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Running the Adventure Lost Mine of Phandelver is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix B: Infernal War Machines Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix B: Infernal War Machines Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix B: Infernal War Machines Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
can’t remember where the gold is hidden. Before running this chapter, review the “Beholders” section of the Monster Manual, particularly the section titled “A Beholder’s Lair.” Within its lair, Xanathar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
can’t remember where the gold is hidden. Before running this chapter, review the “Beholders” section of the Monster Manual, particularly the section titled “A Beholder’s Lair.” Within its lair, Xanathar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have merged the Xanathar Guild and the Zhentarim into a single criminal organization. Although the Zhents didn’t steal the Stone of Golorr, Xanathar believes they did. Once content to merely possess
can’t remember where the gold is hidden. Before running this chapter, review the “Beholders” section of the Monster Manual, particularly the section titled “A Beholder’s Lair.” Within its lair, Xanathar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fiercely partisan news that seems designed to fan the flames of resentment that linger after the Last War. Running Your Own. Rather than work for an existing outlet, you can run your own newspaper. You
own a small office and a printing press, and keep 2d4 employees to manage daily tasks and keep the paper going to press. You gain the benefit of press access as described earlier. Additionally, you can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fiercely partisan news that seems designed to fan the flames of resentment that linger after the Last War. Running Your Own. Rather than work for an existing outlet, you can run your own newspaper. You
own a small office and a printing press, and keep 2d4 employees to manage daily tasks and keep the paper going to press. You gain the benefit of press access as described earlier. Additionally, you can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fiercely partisan news that seems designed to fan the flames of resentment that linger after the Last War. Running Your Own. Rather than work for an existing outlet, you can run your own newspaper. You
own a small office and a printing press, and keep 2d4 employees to manage daily tasks and keep the paper going to press. You gain the benefit of press access as described earlier. Additionally, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
for at least 8 hours on each of those days gains a benefit at the end of the training period. The benefit depends on which trainer is present in the facility, as noted in the Expert Trainers table. The benefit lasts for 7 days.






