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Returning 35 results for 'bloody built diffusing comes restraints'.
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Manacles
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of
manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Destroyer.
Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism
. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a
Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
clan in a stronghold called Gauntlgrym. Korda built a network of informants and agents, ostensibly all to the benefit of Clan Axebreaker. With each success, she paid tattooists to inscribe a memorial of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple
required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.
Russet Mold
Few know for sure where
across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built
(Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On
Backgrounds
Guildmasters’ Guide to Ravnica
needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM
.
Contacts
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family’s
Monsters
Fizban's Treasury of Dragons
refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
Monsters
Fizban's Treasury of Dragons
baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Bugbear
Legacy
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Species
Volo's Guide to Monsters
, bugbears are ambush predators accustomed to long periods of inactivity broken by short bursts of murderous energy. Ferocious though they may be, bugbears aren’t built for extended periods of exertion
believe that this feeling of fear comes from being possessed by Skiggaret, and they don’t relish experiencing it. After the madness has passed, bugbears don’t dwell on things that were done
classes
comes from years of wanting and needing.
In back alleys, underground fight clubs, and poorer quarters, Pugilists don’t have time to consider the lofty ideals of philosophy or ponder the mysteries
they’ve piled up. But some Pugilists are happy just with the promise of ample opportunities to bloody their knuckles.
Becoming a Pugilist…
As a Level 1 Character
Gain all the traits in
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another, and
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves Dwarf with a Tentacle Whip Gold is the gift of the mountains, but iron comes from blood and bone.
— Mror Proverb
The origin of the dwarves is shrouded in mystery. Some of their legends
question of origin, dwell on the mighty artifacts and priceless treasures crafted by ancient deep-dwelling dwarves, and of the bloody wars they waged against the goblin Empire of Dhakaan. Dwarves today
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves Dwarf with a Tentacle Whip Gold is the gift of the mountains, but iron comes from blood and bone.
— Mror Proverb
The origin of the dwarves is shrouded in mystery. Some of their legends
question of origin, dwell on the mighty artifacts and priceless treasures crafted by ancient deep-dwelling dwarves, and of the bloody wars they waged against the goblin Empire of Dhakaan. Dwarves today
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves Dwarf with a Tentacle Whip Gold is the gift of the mountains, but iron comes from blood and bone.
— Mror Proverb
The origin of the dwarves is shrouded in mystery. Some of their legends
question of origin, dwell on the mighty artifacts and priceless treasures crafted by ancient deep-dwelling dwarves, and of the bloody wars they waged against the goblin Empire of Dhakaan. Dwarves today
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Horror of Defeat A victory for the Cult of the Dragon is a real possibility in this adventure, and would be catastrophic for Faerûn. With Tiamat ascendant, the age of mortals comes to an end and
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Caer Castle residence of the town speaker This small castle was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Caer Castle residence of the town speaker This small castle was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Caer Castle residence of the town speaker This small castle was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap.
Scythe Trap If the dead dwarf is disturbed, the scythe blades shatter due to the built-up pressure from the gears hidden in the walls. Any creature within 5 feet of the broken trap must succeed
named Xelba Shunlight. She clutches a shortsword and wears torn and bloody studded leather armor, as well as a dungeoneer’s pack (with no rations), a mess kit, a miner’s pick, and a random trinket
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, they flee if reduced to half their hit points or fewer. The drow use the rafts to ply the River of the Depths. Each raft is built to carry six Medium humanoids and their gear, though as many as twelve people can fit onto a raft if push comes to shove.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap.
Scythe Trap If the dead dwarf is disturbed, the scythe blades shatter due to the built-up pressure from the gears hidden in the walls. Any creature within 5 feet of the broken trap must succeed
named Xelba Shunlight. She clutches a shortsword and wears torn and bloody studded leather armor, as well as a dungeoneer’s pack (with no rations), a mess kit, a miner’s pick, and a random trinket
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap.
Scythe Trap If the dead dwarf is disturbed, the scythe blades shatter due to the built-up pressure from the gears hidden in the walls. Any creature within 5 feet of the broken trap must succeed
named Xelba Shunlight. She clutches a shortsword and wears torn and bloody studded leather armor, as well as a dungeoneer’s pack (with no rations), a mess kit, a miner’s pick, and a random trinket
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, they flee if reduced to half their hit points or fewer. The drow use the rafts to ply the River of the Depths. Each raft is built to carry six Medium humanoids and their gear, though as many as twelve people can fit onto a raft if push comes to shove.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
are as follows: The gate opens for 1 minute if a creature marked with a bloody X stands within 5 feet of it. Characters must be 12th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
are as follows: The gate opens for 1 minute if a creature marked with a bloody X stands within 5 feet of it. Characters must be 12th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
are as follows: The gate opens for 1 minute if a creature marked with a bloody X stands within 5 feet of it. Characters must be 12th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, they flee if reduced to half their hit points or fewer. The drow use the rafts to ply the River of the Depths. Each raft is built to carry six Medium humanoids and their gear, though as many as twelve people can fit onto a raft if push comes to shove.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Chult’s crown. Built over rich mineral veins, the city garnered wealth in abundance. Omuan jewelry was coveted far and wide, and the city’s merchants prospered immensely. To enter Omu, it was said, was to
sacrifices. For nine decades, the city folk lived by the mantras of their trickster gods. They built statues in their names and schemed against each other to assert their chosen god’s dominance. Omu’s glorious






