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Returning 35 results for 'blending bear diffusing closed resolve'.
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Aasimar
Legacy
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Species
Volo's Guide to Monsters
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
complaining about “the master” while the other talks about something he once fished out of the Darklake.
Map 4.5: Cultist Pens The three cave bears (use the polar bear statistics) are alert, despite
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
complaining about “the master” while the other talks about something he once fished out of the Darklake.
Map 4.5: Cultist Pens The three cave bears (use the polar bear statistics) are alert, despite
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
complaining about “the master” while the other talks about something he once fished out of the Darklake.
Map 4.5: Cultist Pens The three cave bears (use the polar bear statistics) are alert, despite
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
away any doubts in their prowess. Adrix and Nev now teach as a duo, blending mastery of both of Quandrix’s philosophical perspectives. They constantly debate the merits of various esoteric
are thrilling sights on campus. Ruxa, Patient Professor Ruxa (neutral good Quandrix professor of substance) looks like a bipedal brown bear and knows that wild new theories, though exciting, are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
away any doubts in their prowess. Adrix and Nev now teach as a duo, blending mastery of both of Quandrix’s philosophical perspectives. They constantly debate the merits of various esoteric
are thrilling sights on campus. Ruxa, Patient Professor Ruxa (neutral good Quandrix professor of substance) looks like a bipedal brown bear and knows that wild new theories, though exciting, are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
away any doubts in their prowess. Adrix and Nev now teach as a duo, blending mastery of both of Quandrix’s philosophical perspectives. They constantly debate the merits of various esoteric
are thrilling sights on campus. Ruxa, Patient Professor Ruxa (neutral good Quandrix professor of substance) looks like a bipedal brown bear and knows that wild new theories, though exciting, are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
traverse. Three zombies lurch about the area. One is costumed like a bear, another is dressed as a lady in a frilly dress and thick makeup, and the last is costumed as a jester with jingling bells on
end of the western passage (see that section), hoping to get a chance to trigger the trap there. Southwestern Passage. This tunnel leads to a small cavern with two closed iron chests resting on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
traverse. Three zombies lurch about the area. One is costumed like a bear, another is dressed as a lady in a frilly dress and thick makeup, and the last is costumed as a jester with jingling bells on
end of the western passage (see that section), hoping to get a chance to trigger the trap there. Southwestern Passage. This tunnel leads to a small cavern with two closed iron chests resting on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
traverse. Three zombies lurch about the area. One is costumed like a bear, another is dressed as a lady in a frilly dress and thick makeup, and the last is costumed as a jester with jingling bells on
end of the western passage (see that section), hoping to get a chance to trigger the trap there. Southwestern Passage. This tunnel leads to a small cavern with two closed iron chests resting on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
probably use some help.
9 In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear
. If you hurry, you might be able to join the expedition!
10 In Termalaine, Speaker Masthew has closed one of the town’s lucrative gem mines. Apparently, a gang of kobolds crept into the mine and endangered some miners. Anyone who clears out the mine can expect to be well compensated.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pouring into the valley, they trade in old coins that bear the profile of their dark lord, Strahd, as he looked when he was alive. They hide their precious baubles in their houses and dress plainly
outdoors, so as not to attract the attention of Strahd or his spies. Barovians live within a closed ecosystem. Every Barovian adult is expected to learn a trade or serve a function. Barovians stitch
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pouring into the valley, they trade in old coins that bear the profile of their dark lord, Strahd, as he looked when he was alive. They hide their precious baubles in their houses and dress plainly
outdoors, so as not to attract the attention of Strahd or his spies. Barovians live within a closed ecosystem. Every Barovian adult is expected to learn a trade or serve a function. Barovians stitch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
probably use some help.
9 In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear
. If you hurry, you might be able to join the expedition!
10 In Termalaine, Speaker Masthew has closed one of the town’s lucrative gem mines. Apparently, a gang of kobolds crept into the mine and endangered some miners. Anyone who clears out the mine can expect to be well compensated.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
pouring into the valley, they trade in old coins that bear the profile of their dark lord, Strahd, as he looked when he was alive. They hide their precious baubles in their houses and dress plainly
outdoors, so as not to attract the attention of Strahd or his spies. Barovians live within a closed ecosystem. Every Barovian adult is expected to learn a trade or serve a function. Barovians stitch
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
probably use some help.
9 In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear
. If you hurry, you might be able to join the expedition!
10 In Termalaine, Speaker Masthew has closed one of the town’s lucrative gem mines. Apparently, a gang of kobolds crept into the mine and endangered some miners. Anyone who clears out the mine can expect to be well compensated.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
N6. Coffin Maker’s Shop This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence
fitted with squares of frosted glass and locked from the inside. The outside doors of the shop are barred shut from within. If the characters knock on one of them, Henrik shouts, “We’re closed! Go
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
N6. Coffin Maker’s Shop This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence
fitted with squares of frosted glass and locked from the inside. The outside doors of the shop are barred shut from within. If the characters knock on one of them, Henrik shouts, “We’re closed! Go
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
N6. Coffin Maker’s Shop This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence
fitted with squares of frosted glass and locked from the inside. The outside doors of the shop are barred shut from within. If the characters knock on one of them, Henrik shouts, “We’re closed! Go
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
drawn in the snow 50 feet away from them. The first team to roll its boulder across the finish line wins. Resolve the contest with a series of simultaneous DC 15 Strength (Athletics) group checks. With
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
drawn in the snow 50 feet away from them. The first team to roll its boulder across the finish line wins. Resolve the contest with a series of simultaneous DC 15 Strength (Athletics) group checks. With
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
drawn in the snow 50 feet away from them. The first team to roll its boulder across the finish line wins. Resolve the contest with a series of simultaneous DC 15 Strength (Athletics) group checks. With
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
methods the rival can bring to bear against the characters. Goals. An effective rival has a clear reason for interfering with the characters’ lives. Think about what the rival wants, how and why the
you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it into play. Think about how a rival might operate in order to bring specific
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
methods the rival can bring to bear against the characters. Goals. An effective rival has a clear reason for interfering with the characters’ lives. Think about what the rival wants, how and why the
you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it into play. Think about how a rival might operate in order to bring specific
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
methods the rival can bring to bear against the characters. Goals. An effective rival has a clear reason for interfering with the characters’ lives. Think about what the rival wants, how and why the
you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it into play. Think about how a rival might operate in order to bring specific
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accordance with the prevailing wind. Any air elemental under the control of another creature can be commanded to enter the compartment. If the compartment’s hatch is then closed and locked, the elemental
goods from various caravans, and many of the containers bear the names and emblems of their previous owners.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accordance with the prevailing wind. Any air elemental under the control of another creature can be commanded to enter the compartment. If the compartment’s hatch is then closed and locked, the elemental
goods from various caravans, and many of the containers bear the names and emblems of their previous owners.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ground near the cave mouth, and the stench of blood hangs in the air. The bones belong to the owlbear’s victims, including animals, explorers, and other monsters. The bones bear indentations from the
stairs descend to this musty crypt. A closed stone sarcophagus sits at the north end.
A Hostile Wight Lifedrinker rests in the sarcophagus. The monster was once a cult leader who was so wicked in life
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ground near the cave mouth, and the stench of blood hangs in the air. The bones belong to the owlbear’s victims, including animals, explorers, and other monsters. The bones bear indentations from the
stairs descend to this musty crypt. A closed stone sarcophagus sits at the north end.
A Hostile Wight Lifedrinker rests in the sarcophagus. The monster was once a cult leader who was so wicked in life
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ground near the cave mouth, and the stench of blood hangs in the air. The bones belong to the owlbear’s victims, including animals, explorers, and other monsters. The bones bear indentations from the
stairs descend to this musty crypt. A closed stone sarcophagus sits at the north end.
A Hostile Wight Lifedrinker rests in the sarcophagus. The monster was once a cult leader who was so wicked in life
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accordance with the prevailing wind. Any air elemental under the control of another creature can be commanded to enter the compartment. If the compartment’s hatch is then closed and locked, the elemental
goods from various caravans, and many of the containers bear the names and emblems of their previous owners.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines: The Magical Properties of Gemstones
writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines: The Magical Properties of Gemstones
writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the books are dull (histories, collections of romantic poems, and so forth), but three are quite noteworthy. These three books bear clear titles on their spines: The Magical Properties of Gemstones
writing desk, partially broken and riddled with damp rot. There are three drawers in each side of the desk and a large central drawer; the latter is closed, but the others are all open — and two of them
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism






