Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bestial binding diffusing closed resolve'.
Other Suggestions:
bestial building diffusing chosen remove
bestial blending diffusing closed resolve
bestial binding diffusing chosen remove
bestial building diffusing chosen resolve
bestial building diffusing colored remove
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
—Don Bassingthwaite,
The Binding Stone Shifters are sometimes called the weretouched, as
many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
—Don Bassingthwaite,
The Binding Stone Shifters are sometimes called the weretouched, as
many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
- Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the weretouched, as
many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can’t fully
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
- Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the weretouched, as
many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can’t fully
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
- Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the weretouched, as
many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can’t fully
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
—Don Bassingthwaite,
The Binding Stone Shifters are sometimes called the weretouched, as
many believe that they are the descendants of humans and lycanthropes. They are humanoids with a bestial aspect; while they cannot fully change shape they can temporarily enhance their animalistic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, after it devours one Small or larger creature. It can’t speak or understand languages, but it has a bestial intelligence and might be persuaded to accept a substitute meal. As long as the food is alive
in the north wall of the cavern. Inside you see a short passageway with three small iron doors set into the west wall. The first two are open, but the door at the end of the hall is closed.
The door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, after it devours one Small or larger creature. It can’t speak or understand languages, but it has a bestial intelligence and might be persuaded to accept a substitute meal. As long as the food is alive
in the north wall of the cavern. Inside you see a short passageway with three small iron doors set into the west wall. The first two are open, but the door at the end of the hall is closed.
The door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, after it devours one Small or larger creature. It can’t speak or understand languages, but it has a bestial intelligence and might be persuaded to accept a substitute meal. As long as the food is alive
in the north wall of the cavern. Inside you see a short passageway with three small iron doors set into the west wall. The first two are open, but the door at the end of the hall is closed.
The door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is
unnatural ways. In three of the corners stand several red urns, most of them cracked and empty but a few still closed and glowing with eldritch glyphs.
Gout of Flame. A gout of flame blocks the passage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is
unnatural ways. In three of the corners stand several red urns, most of them cracked and empty but a few still closed and glowing with eldritch glyphs.
Gout of Flame. A gout of flame blocks the passage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is
unnatural ways. In three of the corners stand several red urns, most of them cracked and empty but a few still closed and glowing with eldritch glyphs.
Gout of Flame. A gout of flame blocks the passage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing. Trobriand’s Machinations, Vol. X. This
iron door at the top of the staircase from area B2 leads into the observatory on the third level of the tower. The door is closed but not locked. Read or paraphrase the following boxed text when the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing. Trobriand’s Machinations, Vol. X. This
iron door at the top of the staircase from area B2 leads into the observatory on the third level of the tower. The door is closed but not locked. Read or paraphrase the following boxed text when the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing. Trobriand’s Machinations, Vol. X. This
iron door at the top of the staircase from area B2 leads into the observatory on the third level of the tower. The door is closed but not locked. Read or paraphrase the following boxed text when 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
her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants
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
her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants
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
her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
closed. Otherwise, it’s locked shut, and Victoro and Ammalia carry the only keys. When the characters first open the door, read: You are greeted with a wave of incoherent howling, as if opening the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
closed. Otherwise, it’s locked shut, and Victoro and Ammalia carry the only keys. When the characters first open the door, read: You are greeted with a wave of incoherent howling, as if opening the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
closed. Otherwise, it’s locked shut, and Victoro and Ammalia carry the only keys. When the characters first open the door, read: You are greeted with a wave of incoherent howling, as if opening the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
Waterclock Guild and can’t leave the crypts belonging to that organization, even though Shanzezim believes the Waterclock Guild has been defunct for years. Not quite ready to test the binding to make
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
Waterclock Guild and can’t leave the crypts belonging to that organization, even though Shanzezim believes the Waterclock Guild has been defunct for years. Not quite ready to test the binding to make
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inside. To the south, a closed door is padlocked.
See area C11 for more information about the padlocked door. A water elemental and two water weirds live in the 25-foot-deep fountain. These creatures
Waterclock Guild and can’t leave the crypts belonging to that organization, even though Shanzezim believes the Waterclock Guild has been defunct for years. Not quite ready to test the binding to make
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
demons emerge, whichever comes first. The portal can be closed early through any of the following means: Closing the Book. A character within 5 feet of the altar can close the book as an action with a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blow through, and overlooking the silent pool below. But time, decay, and some bestial presence have given it a sinister air. It smells foul, and dark stains cover the floor and seep down the white
dome appears intact: it has no obvious holes in the roof, and the bronze double door hangs squarely in its frame. The doors are closed but not locked. Unless characters have been uncommonly stealthy (or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blow through, and overlooking the silent pool below. But time, decay, and some bestial presence have given it a sinister air. It smells foul, and dark stains cover the floor and seep down the white
dome appears intact: it has no obvious holes in the roof, and the bronze double door hangs squarely in its frame. The doors are closed but not locked. Unless characters have been uncommonly stealthy (or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blow through, and overlooking the silent pool below. But time, decay, and some bestial presence have given it a sinister air. It smells foul, and dark stains cover the floor and seep down the white
dome appears intact: it has no obvious holes in the roof, and the bronze double door hangs squarely in its frame. The doors are closed but not locked. Unless characters have been uncommonly stealthy (or






