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Returning 35 results for 'binding body diffusing chief routes'.
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Monsters
Eberron: Rising from the Last War
magical effects.Multiattack. The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +13;{"diceNotation":"1d20+13
"} force damage.
Soul Binding. Melee Spell Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Soul Binding"} to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Monsters
Mythic Odysseys of Theros
, naiads gather to revel in nature’s might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above
-crossed castaway has even been known to become part of such collections.
Secret Routes of the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually
becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide).
Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become
Monsters
Mordenkainen Presents: Monsters of the Multiverse
with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to
stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature
. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the hollow dragon fails a saving throw, it can choose to succeed instead.
Reconstruction. When the hollow dragon is reduced to 0 hit points, its body breaks into
hollow dragon regains spent legendary actions at the start of its turn.
Claw. The hollow dragon makes one Claw attack.
Ghostly Binding (Costs 2 Actions). The hollow dragon creates ethereal bindings
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
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
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though
some areas are off limits even to them.
The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vegepygmy Chief As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting
nearby creatures. Vegepygmy Chief
Small plant, neutral
Armor Class 14 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
figurine form, the enchantment binding it ended, allowing it to sting and kill Matreous. The imp is now invisible and hiding in a corner of Matreous’s study. It attacks the first creature that exits the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vegepygmy Chief As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting
nearby creatures. Vegepygmy Chief
Small plant, neutral
Armor Class 14 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vegepygmy Chief As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting
nearby creatures. Vegepygmy Chief
Small plant, neutral
Armor Class 14 (natural armor)
Hit Points 33 (6d6 + 12)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
figurine form, the enchantment binding it ended, allowing it to sting and kill Matreous. The imp is now invisible and hiding in a corner of Matreous’s study. It attacks the first creature that exits the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
figurine form, the enchantment binding it ended, allowing it to sting and kill Matreous. The imp is now invisible and hiding in a corner of Matreous’s study. It attacks the first creature that exits the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
pantheon, his worshipers have quested across the seas to rekindle Ebondeath’s spirit. Led by the death priest Ularan Mortus, they unearthed the dragon’s mausoleum and awakened its slumbering soul, binding
it to the unwilling body of the ancient green dragon Claugiyliamatar. Ularan Mortus hoped to use the dragon to capture the ruinstone, an artifact of great power. While they remain on the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Divine Contention
pantheon, his worshipers have quested across the seas to rekindle Ebondeath’s spirit. Led by the death priest Ularan Mortus, they unearthed the dragon’s mausoleum and awakened its slumbering soul, binding
it to the unwilling body of the ancient green dragon Claugiyliamatar. Ularan Mortus hoped to use the dragon to capture the ruinstone, an artifact of great power. While they remain on the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Divine Contention
pantheon, his worshipers have quested across the seas to rekindle Ebondeath’s spirit. Led by the death priest Ularan Mortus, they unearthed the dragon’s mausoleum and awakened its slumbering soul, binding
it to the unwilling body of the ancient green dragon Claugiyliamatar. Ularan Mortus hoped to use the dragon to capture the ruinstone, an artifact of great power. While they remain on the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
creature dies, its body disgorges a swarm of poisonous snakes in the same space.
CoupleofKooks “The planes work on you in all sorts of ways, Chief. Sometimes they’ll change your hair or give you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
creature dies, its body disgorges a swarm of poisonous snakes in the same space.
CoupleofKooks “The planes work on you in all sorts of ways, Chief. Sometimes they’ll change your hair or give you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
creature dies, its body disgorges a swarm of poisonous snakes in the same space.
CoupleofKooks “The planes work on you in all sorts of ways, Chief. Sometimes they’ll change your hair or give you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hey, Chief! When you’re ready to begin play, read the following text: You awaken on a metal examination table in a dim, windowless stone chamber. The air is cold and stale, tinged with the acrid
voice. “Hey, Chief!”
The talking skull is Morte (see his stat block in area M1), a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hey, Chief! When you’re ready to begin play, read the following text: You awaken on a metal examination table in a dim, windowless stone chamber. The air is cold and stale, tinged with the acrid
voice. “Hey, Chief!”
The talking skull is Morte (see his stat block in area M1), a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hey, Chief! When you’re ready to begin play, read the following text: You awaken on a metal examination table in a dim, windowless stone chamber. The air is cold and stale, tinged with the acrid
voice. “Hey, Chief!”
The talking skull is Morte (see his stat block in area M1), a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
dwarven redoubt and has its own sanctum dedicated specifically to the element worshiped. These four temples are described in this chapter. Several subterranean routes lead from buried Tyar-Besil to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
dwarven redoubt and has its own sanctum dedicated specifically to the element worshiped. These four temples are described in this chapter. Several subterranean routes lead from buried Tyar-Besil to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
years, and sages frequently predict their routes. Roll on or choose a result from the Hippogriff Destination table to inspire where a hippogriff might be en route to. Hippogriff Destination 1d6 The
Hippogriff Is Traveling to A... 1 Lost ruin hidden by clouds or fog. 2 Low-hanging moon, star, or other solar body. 3 Magical garden on a floating island. 4 Mountaintop with a view of a giant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Temple of Elemental Evil The four elemental cults maintain their chief stronghold in the ancient dwarven citadel of Tyar-Besil beneath the Sumber Hills. Each cult controls a portion of the old
dwarven redoubt and has its own sanctum dedicated specifically to the element worshiped. These four temples are described in this chapter. Several subterranean routes lead from buried Tyar-Besil to the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
years, and sages frequently predict their routes. Roll on or choose a result from the Hippogriff Destination table to inspire where a hippogriff might be en route to. Hippogriff Destination 1d6 The
Hippogriff Is Traveling to A... 1 Lost ruin hidden by clouds or fog. 2 Low-hanging moon, star, or other solar body. 3 Magical garden on a floating island. 4 Mountaintop with a view of a giant






