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Returning 35 results for 'blow because defusing called resolve'.
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blows because defusing called resolve
Monsters
Mythic Odysseys of Theros
called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a
Monsters
The Wild Beyond the Witchlight
","rollType":"recharge","rollAction":"Create Lornlings"}. Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the Quickling stat block in appendix C). Each lornling appears
Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of the present, the here and now, the moment to moment. Those
Elf
Legacy
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races
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
.
“You have a chance to deal a heavy blow to Szass Tam and the liches of Thay. The black gates have been disrupted, allowing entry into a chamber deep beneath the Doomvault. Accessible only by magic, this
room is called the Phylactery Vault because it houses the phylacteries of many of Szass Tam’s high-ranking lich servants.
“You must enter the vault, defeat its guardians, and disrupt the magic there
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
white dragon scales and a magnificent horned helm. Reggaryarva was once called the “jarl of jarls” and often had the final say—or axe blow—in any heated discussion. He sits in the throne that faces
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
white dragon scales and a magnificent horned helm. Reggaryarva was once called the “jarl of jarls” and often had the final say—or axe blow—in any heated discussion. He sits in the throne that faces
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
House Deneith’s monopoly on providing mercenary services. House Cannith lost its leadership in the Mourning, and rival barons are fighting for control of the house. An organization called the Twelve
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
traditions have a troubling side: the disquieting ancestral spirits called gwishin that refuse to leave the world behind. When a citizen of Yeonido dies feeling wronged or knowing that they’ve harmed others
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
House Deneith’s monopoly on providing mercenary services. House Cannith lost its leadership in the Mourning, and rival barons are fighting for control of the house. An organization called the Twelve
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
.
“You have a chance to deal a heavy blow to Szass Tam and the liches of Thay. The black gates have been disrupted, allowing entry into a chamber deep beneath the Doomvault. Accessible only by magic, this
room is called the Phylactery Vault because it houses the phylacteries of many of Szass Tam’s high-ranking lich servants.
“You must enter the vault, defeat its guardians, and disrupt the magic there
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
white dragon scales and a magnificent horned helm. Reggaryarva was once called the “jarl of jarls” and often had the final say—or axe blow—in any heated discussion. He sits in the throne that faces
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
.
“You have a chance to deal a heavy blow to Szass Tam and the liches of Thay. The black gates have been disrupted, allowing entry into a chamber deep beneath the Doomvault. Accessible only by magic, this
room is called the Phylactery Vault because it houses the phylacteries of many of Szass Tam’s high-ranking lich servants.
“You must enter the vault, defeat its guardians, and disrupt the magic there
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
traditions have a troubling side: the disquieting ancestral spirits called gwishin that refuse to leave the world behind. When a citizen of Yeonido dies feeling wronged or knowing that they’ve harmed others
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
House Deneith’s monopoly on providing mercenary services. House Cannith lost its leadership in the Mourning, and rival barons are fighting for control of the house. An organization called the Twelve
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
traditions have a troubling side: the disquieting ancestral spirits called gwishin that refuse to leave the world behind. When a citizen of Yeonido dies feeling wronged or knowing that they’ve harmed others
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the quest. (In other words, the characters are at least 7th level.) These conditions don’t account for any unfinished business that the characters are determined to resolve. For example, if Xardorok
called the Nether Scrolls. The Netherese created magic that was more powerful than a wish spell and used it to accomplish the impossible. Their magic could shear the tops of mountains and lift entire
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the quest. (In other words, the characters are at least 7th level.) These conditions don’t account for any unfinished business that the characters are determined to resolve. For example, if Xardorok
called the Nether Scrolls. The Netherese created magic that was more powerful than a wish spell and used it to accomplish the impossible. Their magic could shear the tops of mountains and lift entire
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the quest. (In other words, the characters are at least 7th level.) These conditions don’t account for any unfinished business that the characters are determined to resolve. For example, if Xardorok
called the Nether Scrolls. The Netherese created magic that was more powerful than a wish spell and used it to accomplish the impossible. Their magic could shear the tops of mountains and lift entire
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
highest mountains. Most visitors to the plane arrive by way of caves and caverns that honeycomb the mountains. The largest cavern beneath the mountains, called the Great Dismal Delve or the Sevenfold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
highest mountains. Most visitors to the plane arrive by way of caves and caverns that honeycomb the mountains. The largest cavern beneath the mountains, called the Great Dismal Delve or the Sevenfold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
highest mountains. Most visitors to the plane arrive by way of caves and caverns that honeycomb the mountains. The largest cavern beneath the mountains, called the Great Dismal Delve or the Sevenfold
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
whether their characters know anything about fighting zombies, have them make DC 10 Intelligence checks. Those who succeed might recall that a particularly powerful blow (a critical hit) or radiant
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
whether their characters know anything about fighting zombies, have them make DC 10 Intelligence checks. Those who succeed might recall that a particularly powerful blow (a critical hit) or radiant
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
. Those who succeed might recall that a particularly powerful blow (a critical hit) or radiant damage can help finish off a zombie. Runara’s Aid. In the unlikely event that the zombies defeat the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
. Those who succeed might recall that a particularly powerful blow (a critical hit) or radiant damage can help finish off a zombie. Runara’s Aid. In the unlikely event that the zombies defeat the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. On each character’s
. Those who succeed might recall that a particularly powerful blow (a critical hit) or radiant damage can help finish off a zombie. Runara’s Aid. In the unlikely event that the zombies defeat the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
whether their characters know anything about fighting zombies, have them make DC 10 Intelligence checks. Those who succeed might recall that a particularly powerful blow (a critical hit) or radiant
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
have the following effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
have the following effect options. Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
1: Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You
type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options. Forceful Blow. The target is pushed 15 feet straight away






