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Returning 35 results for 'blended bat diffusing common reaching'.
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Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pressure Capsule Wondrous item, common This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pressure Capsule Wondrous item, common This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pressure Capsule Wondrous item, common This small capsule is made of beeswax blended with sand and a variety of enchanted water plants. A creature who consumes a pressure capsule ignores the effects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Acheron Incursion Reaching the gate to Acheron involves following a long tunnel to a massive mechanical lift. So long as the characters are with Major Kalar, the town guards don’t impede them. Read
following section) that wears a ring of mind shielding. The slaad has blended in with Rigus’s forces and learned much about the gate-town’s defenses. Kalar introduces the characters to both sergeants. While
Shifter
Legacy
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races
Eberron: Rising from the Last War
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use “wandering
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Acheron Incursion Reaching the gate to Acheron involves following a long tunnel to a massive mechanical lift. So long as the characters are with Major Kalar, the town guards don’t impede them. Read
following section) that wears a ring of mind shielding. The slaad has blended in with Rigus’s forces and learned much about the gate-town’s defenses. Kalar introduces the characters to both sergeants. While
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Acheron Incursion Reaching the gate to Acheron involves following a long tunnel to a massive mechanical lift. So long as the characters are with Major Kalar, the town guards don’t impede them. Read
following section) that wears a ring of mind shielding. The slaad has blended in with Rigus’s forces and learned much about the gate-town’s defenses. Kalar introduces the characters to both sergeants. While
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Vermin Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Vermin Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Hat of Vermin Wondrous Item, Common This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Monastic Traditions Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three
traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
move past the midpoint of this area triggers a magic mouth spell cast on the floor, which says in Common, “Turn back now, or abandon hope!” The spell resets after 1 hour. 12c. Pit of Darkness An open
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hat of Vermin Wondrous item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
move past the midpoint of this area triggers a magic mouth spell cast on the floor, which says in Common, “Turn back now, or abandon hope!” The spell resets after 1 hour. 12c. Pit of Darkness An open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
move past the midpoint of this area triggers a magic mouth spell cast on the floor, which says in Common, “Turn back now, or abandon hope!” The spell resets after 1 hour. 12c. Pit of Darkness An open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in
Quasit Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in
Quasit Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into the beast form of a bat, centipede, or toad, or into its demon form. Its statistics are the same in
Quasit Quasit
Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in centipede form; 40 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Darkvision 120 ft.; Passive Perception 10
Languages Abyssal, Common
CR 1 (XP 200; PB +2)
Traits
Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects
quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
. There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
. There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
. There are twenty-four wooden coffers in all, each one labeled in Common with the name of a spell and containing all the material components for one or more castings of that spell. The following table
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, is accessible from the highest district. Reaching the gate involves a winding walk of over a mile from the town’s entrance. On reaching the gate, the characters find it sealed by an intimidating iron
deadly attacks from the gate’s far side. Assaults from Acheron are common, but these attacks have been highly effective and have caught Rigus’s defenders off guard each time. Extra troops now defend the






