Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'better being diffusing carve ram'.
Other Suggestions:
bitter being diffusing cause ram
better being diffusing core ram
better being diffusing cause ram
better being diffusing carry ram
bitter being diffusing core ram
Monsters
Mythic Odysseys of Theros
of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their
performed dark rituals, robbing the power of ancient, slumbering giants and using it to transform their servants. This primal energy granted the archons' agents numerous limbs—the better to raise the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds work together to accomplish difficult tasks they couldn’t manage alone. They carve intricate tunnel systems that enable them to hold off and discourage enemies several times their size. Without
a sick or weak kobold who is otherwise unable to contribute to the tribe’s needs. Using hit-and-run maneuvers, fleeing between attacks to better or more secure vantage points. Often their goal is to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds work together to accomplish difficult tasks they couldn’t manage alone. They carve intricate tunnel systems that enable them to hold off and discourage enemies several times their size. Without
a sick or weak kobold who is otherwise unable to contribute to the tribe’s needs. Using hit-and-run maneuvers, fleeing between attacks to better or more secure vantage points. Often their goal is to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds work together to accomplish difficult tasks they couldn’t manage alone. They carve intricate tunnel systems that enable them to hold off and discourage enemies several times their size. Without
a sick or weak kobold who is otherwise unable to contribute to the tribe’s needs. Using hit-and-run maneuvers, fleeing between attacks to better or more secure vantage points. Often their goal is to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
Tools (1 GP) Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
Tools (1 GP) Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
Tools (1 GP) Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
Tools (1 GP) Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
Tools (1 GP) Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch Cartographer’s Tools (15 GP) Ability: Wisdom Weight: 6 lb. Utilize: Draft a map of a small area (DC 15) Craft: Map Cobbler’s Tools (5 GP
Tools (1 GP) Ability: Dexterity Weight: 5 lb. Utilize: Carve a pattern in wood (DC 10) Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
approach Grynsk can see that his boats bear the names Burly Ram and Pronged Goat. The latter one sports the curious bite mark. Grynsk reminds the characters of what he calls “the agreed-upon price” of
salary he’s offering is 5 cp per caught trout, and “time is better spent anglin’ than yappin’.” He also grumbles in Dwarvish about the characters being stupid and needlessly rude. If the characters ask
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
approach Grynsk can see that his boats bear the names Burly Ram and Pronged Goat. The latter one sports the curious bite mark. Grynsk reminds the characters of what he calls “the agreed-upon price” of
salary he’s offering is 5 cp per caught trout, and “time is better spent anglin’ than yappin’.” He also grumbles in Dwarvish about the characters being stupid and needlessly rude. If the characters ask
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison, basic (vial) 100 gp - Pole (10-foot) 5 cp 7 lb. Pot, iron 2 gp 10 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Quiver 1 gp 1 lb. Ram, portable 4 gp 35 lb. Rations (1 day) 5 sp 2 lb
is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
approach Grynsk can see that his boats bear the names Burly Ram and Pronged Goat. The latter one sports the curious bite mark. Grynsk reminds the characters of what he calls “the agreed-upon price” of
salary he’s offering is 5 cp per caught trout, and “time is better spent anglin’ than yappin’.” He also grumbles in Dwarvish about the characters being stupid and needlessly rude. If the characters ask
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison, basic (vial) 100 gp - Pole (10-foot) 5 cp 7 lb. Pot, iron 2 gp 10 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Quiver 1 gp 1 lb. Ram, portable 4 gp 35 lb. Rations (1 day) 5 sp 2 lb
is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison, basic (vial) 100 gp - Pole (10-foot) 5 cp 7 lb. Pot, iron 2 gp 10 lb. Potion of healing 50 gp 1/2 lb. Pouch 5 sp 1 lb. Quiver 1 gp 1 lb. Ram, portable 4 gp 35 lb. Rations (1 day) 5 sp 2 lb
is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scimitar attack but dealing bludgeoning damage. After the fight, or as the characters get a better look at the room during the fight, add the following: Against the far wall, a wooden staircase covered
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scimitar attack but dealing bludgeoning damage. After the fight, or as the characters get a better look at the room during the fight, add the following: Against the far wall, a wooden staircase covered
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scimitar attack but dealing bludgeoning damage. After the fight, or as the characters get a better look at the room during the fight, add the following: Against the far wall, a wooden staircase covered
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
kept waiting in a conference room at Head Office. Read or paraphrase the following to begin: Your inquiries into internships and franchise opportunities at Acquisitions Incorporated have gone even better
with the company. You’ve heard the phrase “opportunity knocks?” Well, opportunity is heading right at your door with a battering ram. Stand in that doorway, friends. Let opportunity smash its way in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
kept waiting in a conference room at Head Office. Read or paraphrase the following to begin: Your inquiries into internships and franchise opportunities at Acquisitions Incorporated have gone even better
with the company. You’ve heard the phrase “opportunity knocks?” Well, opportunity is heading right at your door with a battering ram. Stand in that doorway, friends. Let opportunity smash its way in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
kept waiting in a conference room at Head Office. Read or paraphrase the following to begin: Your inquiries into internships and franchise opportunities at Acquisitions Incorporated have gone even better
with the company. You’ve heard the phrase “opportunity knocks?” Well, opportunity is heading right at your door with a battering ram. Stand in that doorway, friends. Let opportunity smash its way in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1/4 lb.
Poison, basic (vial)
100 gp
-
Pole (10-foot)
5 cp
7 lb.
Pot, iron
2 gp
10 lb.
Potion of healing
50 gp
1/2 lb.
Pouch
5 sp
1 lb.
Quiver
1 gp
1 lb.
Ram
the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1/4 lb.
Poison, basic (vial)
100 gp
-
Pole (10-foot)
5 cp
7 lb.
Pot, iron
2 gp
10 lb.
Potion of healing
50 gp
1/2 lb.
Pouch
5 sp
1 lb.
Quiver
1 gp
1 lb.
Ram
the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1/4 lb.
Poison, basic (vial)
100 gp
-
Pole (10-foot)
5 cp
7 lb.
Pot, iron
2 gp
10 lb.
Potion of healing
50 gp
1/2 lb.
Pouch
5 sp
1 lb.
Quiver
1 gp
1 lb.
Ram
the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
! Pirates killed the previous owners, and Head Office picked it up for an excellent price. Most of the holes in the hull are repaired, and the sails are only a little bit moldy. Even better, there’s a small
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
! Pirates killed the previous owners, and Head Office picked it up for an excellent price. Most of the holes in the hull are repaired, and the sails are only a little bit moldy. Even better, there’s a small
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
! Pirates killed the previous owners, and Head Office picked it up for an excellent price. Most of the holes in the hull are repaired, and the sails are only a little bit moldy. Even better, there’s a small
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
heresy, when it is expressed openly, is liable to be savagely crushed by the priestesses of Lolth. So most of Vhaeraun’s male followers honor him simply by trying to carve out better lives for themselves
to trick her way into the company of the gods. Regardless, Zinzerena always has some element of illusion magic about her, and she uses it and other deceptions to get the better of more powerful
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
heresy, when it is expressed openly, is liable to be savagely crushed by the priestesses of Lolth. So most of Vhaeraun’s male followers honor him simply by trying to carve out better lives for themselves
to trick her way into the company of the gods. Regardless, Zinzerena always has some element of illusion magic about her, and she uses it and other deceptions to get the better of more powerful
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
heresy, when it is expressed openly, is liable to be savagely crushed by the priestesses of Lolth. So most of Vhaeraun’s male followers honor him simply by trying to carve out better lives for themselves
to trick her way into the company of the gods. Regardless, Zinzerena always has some element of illusion magic about her, and she uses it and other deceptions to get the better of more powerful
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and a dragon are oblivious to the destruction they’re causing Delve into the Past The best reason for delving into the past is to discover a path to a better future.
—Diancastra
In the world of
in the lowlands, where lava fissures carve paths through wide fields of snow, and the fire giants gather in bands to attack the frost giants. At times, the worlds of Kaldheim overlap as they move






