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Returning 35 results for 'bind barely diffusing combat roiling'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against
Monsters
Phandelver and Below: The Shattered Obelisk
other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic goblins
often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic
Monsters
Mythic Odysseys of Theros
Reactive. The giant can take one reaction on every turn in a combat.
Vigilant. The giant can't be surprised.Multiattack. The giant makes four longsword attacks or two rock attacks.
Longsword. Melee
territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Firestorm Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Firestorm Breath"}. Ember exhales roiling
weapon is a molten storm of ash and flame. In combat, Ember wears a set of magic plate armor that bolsters his already-impressive might, allowing him to annihilate entire cohorts with terrifying
Monsters
Phandelver and Below: The Shattered Obelisk
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat
Monsters
Fizban's Treasury of Dragons
away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon’s back and digs its
. Even the elder brain dragon’s breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers, allowing the elder brain dragon to grow its own roving colony.Psychic
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
interest of maintaining the strength of their personal bloodline.
The yuan-ti have abandoned their humanity and consider non-serpentine humanoids to be lesser creatures, barely more civilized than
others can be exploited through bribes, favors, or threats.
As creatures devoid of emotion, yuan-ti exhibit behavior and use tactics that exemplify that outlook (or lack of one). Whether in combat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Detention Cave A male drow elite warrior named Xirk Dezpeti’il is chained to one of three sets of manacles that hang from the west wall. The nagas use the manacles to bind creatures that resist
’ routine in exchange for freedom to return to the Underdark. If he is freed, he avoids combat and is not above stealing from his benefactors.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Detention Cave A male drow elite warrior named Xirk Dezpeti’il is chained to one of three sets of manacles that hang from the west wall. The nagas use the manacles to bind creatures that resist
’ routine in exchange for freedom to return to the Underdark. If he is freed, he avoids combat and is not above stealing from his benefactors.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Detention Cave A male drow elite warrior named Xirk Dezpeti’il is chained to one of three sets of manacles that hang from the west wall. The nagas use the manacles to bind creatures that resist
’ routine in exchange for freedom to return to the Underdark. If he is freed, he avoids combat and is not above stealing from his benefactors.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Deep Ethereal To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal. Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered
simple act of will, it’s impossible to measure speed and hard to track the passage of time. A trip between planes through the Deep Ethereal takes 1d10 × 10 hours, regardless of the origin and destination. In combat, however, creatures are considered to move at their normal speeds.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely
formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Deep Ethereal To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal. Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered
simple act of will, it’s impossible to measure speed and hard to track the passage of time. A trip between planes through the Deep Ethereal takes 1d10 × 10 hours, regardless of the origin and destination. In combat, however, creatures are considered to move at their normal speeds.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Deep Ethereal To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal. Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered
simple act of will, it’s impossible to measure speed and hard to track the passage of time. A trip between planes through the Deep Ethereal takes 1d10 × 10 hours, regardless of the origin and destination. In combat, however, creatures are considered to move at their normal speeds.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely
formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely
formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
—
Challenge 3 (700 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Seething. Once it enters combat, the swarm deals 10 slashing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
—
Challenge 3 (700 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Seething. Once it enters combat, the swarm deals 10 slashing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sahuagin Hatchling Swarm Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the
—
Challenge 3 (700 XP)
Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Seething. Once it enters combat, the swarm deals 10 slashing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
spirits that spellcasters can bind into galeb duhrs, golems, invisible stalkers, magmins, and water weirds. These elemental creatures don’t need food or other sustenance on their home planes, because they are sustained by the elemental energies that saturate those planes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
spirits that spellcasters can bind into galeb duhrs, golems, invisible stalkers, magmins, and water weirds. These elemental creatures don’t need food or other sustenance on their home planes, because they are sustained by the elemental energies that saturate those planes.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
peace. Six alcoves line this hall, each one numbered from one to six. On the floor of each alcove, a lit candle gently flickers.
From the hall’s far end drifts a low moan. There, barely visible, sobs
won’t engage the party in combat. If threatened, she vanishes and reappears at the opposite end of the hall, sobbing anew. If approached with compassion, Dolora bemoans the fact that she can’t pick up her
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
spirits that spellcasters can bind into galeb duhrs, golems, invisible stalkers, magmins, and water weirds. These elemental creatures don’t need food or other sustenance on their home planes, because they are sustained by the elemental energies that saturate those planes.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
peace. Six alcoves line this hall, each one numbered from one to six. On the floor of each alcove, a lit candle gently flickers.
From the hall’s far end drifts a low moan. There, barely visible, sobs
won’t engage the party in combat. If threatened, she vanishes and reappears at the opposite end of the hall, sobbing anew. If approached with compassion, Dolora bemoans the fact that she can’t pick up her
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
peace. Six alcoves line this hall, each one numbered from one to six. On the floor of each alcove, a lit candle gently flickers.
From the hall’s far end drifts a low moan. There, barely visible, sobs
won’t engage the party in combat. If threatened, she vanishes and reappears at the opposite end of the hall, sobbing anew. If approached with compassion, Dolora bemoans the fact that she can’t pick up her
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
beneath a roiling cloud of flies. Asmodeus recently reinstated the fallen angel Zariel as the Archduchess of Avernus, reversing an earlier decision that allowed a pit fiend named Bel to take the
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
beneath a roiling cloud of flies. Asmodeus recently reinstated the fallen angel Zariel as the Archduchess of Avernus, reversing an earlier decision that allowed a pit fiend named Bel to take the
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
beneath a roiling cloud of flies. Asmodeus recently reinstated the fallen angel Zariel as the Archduchess of Avernus, reversing an earlier decision that allowed a pit fiend named Bel to take the
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
beneath a roiling cloud of flies. Asmodeus recently reinstated the fallen angel Zariel as the Archduchess of Avernus, reversing an earlier decision that allowed a pit fiend named Bel to take the
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
beneath a roiling cloud of flies. Asmodeus recently reinstated the fallen angel Zariel as the Archduchess of Avernus, reversing an earlier decision that allowed a pit fiend named Bel to take the
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beneath a roiling cloud of flies. Despite her power as ruler of the first layer of the Nine Hells, the archdevil Zariel cannot kill the dragon goddess, and she sees the summoning of Tiamat as a way
a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers’ only option. Devils in the adventure should always be one step ahead of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
beneath a roiling cloud of flies. Asmodeus recently reinstated the fallen angel Zariel as the Archduchess of Avernus, reversing an earlier decision that allowed a pit fiend named Bel to take the
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beneath a roiling cloud of flies. Despite her power as ruler of the first layer of the Nine Hells, the archdevil Zariel cannot kill the dragon goddess, and she sees the summoning of Tiamat as a way
a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers’ only option. Devils in the adventure should always be one step ahead of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beneath a roiling cloud of flies. Despite her power as ruler of the first layer of the Nine Hells, the archdevil Zariel cannot kill the dragon goddess, and she sees the summoning of Tiamat as a way
a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers’ only option. Devils in the adventure should always be one step ahead of






