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Returning 28 results for 'bestial barriers diffusing chasing replaced'.
Other Suggestions:
bestial barriers diffusing chasing related
Monsters
Curse of Strahd
Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and
meant to be perfect. They didn't want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Castle Naerytar (p. 43) The second and third sentences have been replaced with the following sentence: “As characters approach through the tunnel, any of them with a passive Wisdom (Perception) score of 10 or higher hears bestial voices ahead, growling and murmuring indistinctly in Draconic.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Castle Naerytar (p. 43) The second and third sentences have been replaced with the following sentence: “As characters approach through the tunnel, any of them with a passive Wisdom (Perception) score of 10 or higher hears bestial voices ahead, growling and murmuring indistinctly in Draconic.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Castle Naerytar (p. 43) The second and third sentences have been replaced with the following sentence: “As characters approach through the tunnel, any of them with a passive Wisdom (Perception) score of 10 or higher hears bestial voices ahead, growling and murmuring indistinctly in Draconic.”
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the victims’ knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they’ve replaced and further mind flayer plots. Intellect Devourer Tiny
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the victims’ knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they’ve replaced and further mind flayer plots. Intellect Devourer Tiny
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the victims’ knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they’ve replaced and further mind flayer plots. Intellect Devourer Tiny
has an Intelligence score of 3 or higher, regardless of interposing barriers.
Actions
Multiattack. The intellect devourer makes one Claw attack and uses Devour Intellect.
Claw. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves’ guild. As they pursue the fleeing thief, they must also evade the thieves
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, causing the entire forest to shudder. For a moment, the party stopped, its music briefly replaced by an ominous whisper heard by all. Locals quickly shrugged off the event and resumed the
Lorfiril, elven god of revelry and mirth—regularly accept. Clout-chasing empyreans routinely appear, eager to gain new followers or quench their foul moods. Party crashers are a common nuisance. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, causing the entire forest to shudder. For a moment, the party stopped, its music briefly replaced by an ominous whisper heard by all. Locals quickly shrugged off the event and resumed the
Lorfiril, elven god of revelry and mirth—regularly accept. Clout-chasing empyreans routinely appear, eager to gain new followers or quench their foul moods. Party crashers are a common nuisance. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, causing the entire forest to shudder. For a moment, the party stopped, its music briefly replaced by an ominous whisper heard by all. Locals quickly shrugged off the event and resumed the
Lorfiril, elven god of revelry and mirth—regularly accept. Clout-chasing empyreans routinely appear, eager to gain new followers or quench their foul moods. Party crashers are a common nuisance. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, the path opens onto a wide ledge and then doubles back sharply into the mountainside.
Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored.
Creatures
so, Great Ulfe’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from area 11. 4 and 4a. Archers’ Stations The dwarves carved out chambers on either side of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, the path opens onto a wide ledge and then doubles back sharply into the mountainside.
Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored.
Creatures
so, Great Ulfe’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from area 11. 4 and 4a. Archers’ Stations The dwarves carved out chambers on either side of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, the path opens onto a wide ledge and then doubles back sharply into the mountainside.
Two bestial humanoids in hide armor stand watch on the ledge. They appear inattentive and bored.
Creatures
so, Great Ulfe’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from area 11. 4 and 4a. Archers’ Stations The dwarves carved out chambers on either side of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
demiplane until the gem is replaced or someone else accesses the room with a demiplane spell. Treasure. If removed from the wall, the gem continues to radiate magic but doesn’t otherwise function. It is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
demiplane until the gem is replaced or someone else accesses the room with a demiplane spell. Treasure. If removed from the wall, the gem continues to radiate magic but doesn’t otherwise function. It is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
demiplane until the gem is replaced or someone else accesses the room with a demiplane spell. Treasure. If removed from the wall, the gem continues to radiate magic but doesn’t otherwise function. It is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
barn for treasure, chasing chickens and swine in the field, or dancing around 1d4 tied-up prisoners (commoners). The goblins have covered their captives’ heads with old buckets, flowerpots, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
barn for treasure, chasing chickens and swine in the field, or dancing around 1d4 tied-up prisoners (commoners). The goblins have covered their captives’ heads with old buckets, flowerpots, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
barn for treasure, chasing chickens and swine in the field, or dancing around 1d4 tied-up prisoners (commoners). The goblins have covered their captives’ heads with old buckets, flowerpots, and






