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Returning 29 results for 'bleak bottomed diffusing call restraint'.
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Monsters
Candlekeep Mysteries
scribe. She is hardworking and expects others to be as well.
Personality Trait. “I have a warm, calming demeanor, even when circumstances call for concern.”
Ideal. “Everything has its
place, and everyone has their role.”
Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.”
Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
end an ancient curse upon the land. Seek him out and heed his call.”
Nafas then teleports the characters to a door along the staircase that opens into a bleak desert. After the adventure, the characters can return to the staircase through the same portal.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
end an ancient curse upon the land. Seek him out and heed his call.”
Nafas then teleports the characters to a door along the staircase that opens into a bleak desert. After the adventure, the characters can return to the staircase through the same portal.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
end an ancient curse upon the land. Seek him out and heed his call.”
Nafas then teleports the characters to a door along the staircase that opens into a bleak desert. After the adventure, the characters can return to the staircase through the same portal.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with it: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Personality Trait. “I have a warm, calming demeanor, even when circumstances call for concern.” Ideal. “Everything has its
place, and everyone has their role.” Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.” Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with it: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Personality Trait. “I have a warm, calming demeanor, even when circumstances call for concern.” Ideal. “Everything has its
place, and everyone has their role.” Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.” Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with it: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Personality Trait. “I have a warm, calming demeanor, even when circumstances call for concern.” Ideal. “Everything has its
place, and everyone has their role.” Bond. “Candlekeep is the beacon of enlightenment in an otherwise bleak and backward world.” Flaw. “When something irritates me, I try to ignore it, but I usually end up snapping at someone.”
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and trade specialties, all the islands are connected to each other via flotillas of skims—flat-bottomed boats that ply the waters of the cove, operated by pilots known as skimmers. The Ribbon and the
, relive their shared history through the call-and-response Awakening Song, and settle regional disputes at the communal and annual summit known as the Meet, where canny traders and powerful pacts seek to gain influence.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and trade specialties, all the islands are connected to each other via flotillas of skims—flat-bottomed boats that ply the waters of the cove, operated by pilots known as skimmers. The Ribbon and the
, relive their shared history through the call-and-response Awakening Song, and settle regional disputes at the communal and annual summit known as the Meet, where canny traders and powerful pacts seek to gain influence.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and trade specialties, all the islands are connected to each other via flotillas of skims—flat-bottomed boats that ply the waters of the cove, operated by pilots known as skimmers. The Ribbon and the
, relive their shared history through the call-and-response Awakening Song, and settle regional disputes at the communal and annual summit known as the Meet, where canny traders and powerful pacts seek to gain influence.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Entering the Mortuary The Heralds of Dust and their invited guests can freely enter the Mortuary, as can members of the Bleak Cabal and the Doomguard—two factions in Sigil the Dusters consider allies
pervades this solemn monument. Its cold stone walls are reminiscent of a crypt. The halls are dimly lit and uncomfortably silent, save for the occasional distant groan of undead or the plaintive call of a wailing spirit. The acrid sting of chemical odors hangs in the air.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Entering the Mortuary The Heralds of Dust and their invited guests can freely enter the Mortuary, as can members of the Bleak Cabal and the Doomguard—two factions in Sigil the Dusters consider allies
pervades this solemn monument. Its cold stone walls are reminiscent of a crypt. The halls are dimly lit and uncomfortably silent, save for the occasional distant groan of undead or the plaintive call of a wailing spirit. The acrid sting of chemical odors hangs in the air.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Entering the Mortuary The Heralds of Dust and their invited guests can freely enter the Mortuary, as can members of the Bleak Cabal and the Doomguard—two factions in Sigil the Dusters consider allies
pervades this solemn monument. Its cold stone walls are reminiscent of a crypt. The halls are dimly lit and uncomfortably silent, save for the occasional distant groan of undead or the plaintive call of a wailing spirit. The acrid sting of chemical odors hangs in the air.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
credit. Alix Branwyn The Athar aren’t fools. They let the powers that be call themselves gods, while the faction works subtly to discover the secret behind the curtain of the multiverse and look on the
members of the Mind’s Eye as allies. Bleak Cabal Who Find No Sense in the Multiverse Factol: Lhar Headquarters: Gatehouse Aligned Plane: Pandemonium Members: Consolers, healers, nihilists Epithet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
credit. Alix Branwyn The Athar aren’t fools. They let the powers that be call themselves gods, while the faction works subtly to discover the secret behind the curtain of the multiverse and look on the
members of the Mind’s Eye as allies. Bleak Cabal Who Find No Sense in the Multiverse Factol: Lhar Headquarters: Gatehouse Aligned Plane: Pandemonium Members: Consolers, healers, nihilists Epithet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
credit. Alix Branwyn The Athar aren’t fools. They let the powers that be call themselves gods, while the faction works subtly to discover the secret behind the curtain of the multiverse and look on the
members of the Mind’s Eye as allies. Bleak Cabal Who Find No Sense in the Multiverse Factol: Lhar Headquarters: Gatehouse Aligned Plane: Pandemonium Members: Consolers, healers, nihilists Epithet
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances
. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances
. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark, you know whether that creature has any Immunities, Resistances
. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
in the Hive Ward: Bleak Cabal. Within the Gatehouse, members of the Bleak Cabal reject the philosophies of other factions, believing the multiverse is devoid of meaning. Bleakers combat their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
in the Hive Ward: Bleak Cabal. Within the Gatehouse, members of the Bleak Cabal reject the philosophies of other factions, believing the multiverse is devoid of meaning. Bleakers combat their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
in the Hive Ward: Bleak Cabal. Within the Gatehouse, members of the Bleak Cabal reject the philosophies of other factions, believing the multiverse is devoid of meaning. Bleakers combat their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
replace Gar Shatterkeel as Olhydra’s prophet. Encounter with Gar Shatterkeel Gar Shatterkeel (see chapter 7) stands on the island before the water portal, beginning his ritual to call forth Olhydra. He is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
replace Gar Shatterkeel as Olhydra’s prophet. Encounter with Gar Shatterkeel Gar Shatterkeel (see chapter 7) stands on the island before the water portal, beginning his ritual to call forth Olhydra. He is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
replace Gar Shatterkeel as Olhydra’s prophet. Encounter with Gar Shatterkeel Gar Shatterkeel (see chapter 7) stands on the island before the water portal, beginning his ritual to call forth Olhydra. He is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, showed amazing restraint, or somehow failed to have their characters access the vaults at all, it’s possible that Thoman didn’t find anything missing. If he reports to Amara that all is well, the
of the controlled NPCs. For example, Ironbeard could call for everyone to be searched, just as Amara (and the character controlling her) begins to contemplate what might befall her daughter if the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, showed amazing restraint, or somehow failed to have their characters access the vaults at all, it’s possible that Thoman didn’t find anything missing. If he reports to Amara that all is well, the
of the controlled NPCs. For example, Ironbeard could call for everyone to be searched, just as Amara (and the character controlling her) begins to contemplate what might befall her daughter if the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, showed amazing restraint, or somehow failed to have their characters access the vaults at all, it’s possible that Thoman didn’t find anything missing. If he reports to Amara that all is well, the
of the controlled NPCs. For example, Ironbeard could call for everyone to be searched, just as Amara (and the character controlling her) begins to contemplate what might befall her daughter if the






