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Returning 35 results for 'body blocking diffusing compound regards'.
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Monsters
Storm King's Thunder
Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers
, so does his business, so he takes strides to protect the compound.
Ideal: “As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.”
Bond
Monsters
Waterdeep: Dungeon of the Mad Mage
ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed.Poison
Classes
Xanathar's Guide to Everything
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has
expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express
Classes
Xanathar's Guide to Everything
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has
expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
lay up to six eggs per year, and an egg matures for two to three months before it hatches.
Kobolds don’t engage in funeral ceremonies; a dead kobold’s body is burned or disposed of in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
creature that isn’t incapacitated can jam the mechanism with its body. When the propeller begins to turn, the creature must make a DC 20 Strength (Athletics) check. If the check succeeds, the propeller is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
creature that isn’t incapacitated can jam the mechanism with its body. When the propeller begins to turn, the creature must make a DC 20 Strength (Athletics) check. If the check succeeds, the propeller is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
creature that isn’t incapacitated can jam the mechanism with its body. When the propeller begins to turn, the creature must make a DC 20 Strength (Athletics) check. If the check succeeds, the propeller is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached
feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf’s ear, and a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached
feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf’s ear, and a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
regards you as the temple’s new champion, sent by Moloch to reclaim its former glory. You must defeat or otherwise clear out Thessalar before you can claim the temple as yours. The Void. This black card
spells disaster. Your soul is drawn from your body and held within a soul gem in the Temple of Moloch (with the gemsmith in area 31). While your soul is trapped in this way, your body is incapacitated
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached
feet, 9 inches tall and squats instead of standing upright. He looks like a beardless dwarf with patches of donkey flesh covering his face and body. He has one human ear and one wolf’s ear, and a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
regards you as the temple’s new champion, sent by Moloch to reclaim its former glory. You must defeat or otherwise clear out Thessalar before you can claim the temple as yours. The Void. This black card
spells disaster. Your soul is drawn from your body and held within a soul gem in the Temple of Moloch (with the gemsmith in area 31). While your soul is trapped in this way, your body is incapacitated
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
regards you as the temple’s new champion, sent by Moloch to reclaim its former glory. You must defeat or otherwise clear out Thessalar before you can claim the temple as yours. The Void. This black card
spells disaster. Your soul is drawn from your body and held within a soul gem in the Temple of Moloch (with the gemsmith in area 31). While your soul is trapped in this way, your body is incapacitated
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
entirely with a large metal claw, much like a crab’s.
His body is covered with clusters of barnacles, and in his left hand he idly grasps the haft of an exquisite trident, engraved with images of
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
entirely with a large metal claw, much like a crab’s.
His body is covered with clusters of barnacles, and in his left hand he idly grasps the haft of an exquisite trident, engraved with images of
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
entirely with a large metal claw, much like a crab’s.
His body is covered with clusters of barnacles, and in his left hand he idly grasps the haft of an exquisite trident, engraved with images of
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed
to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed
to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed
to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
and attack. When a mezzoloth dies, its body transforms into wisps of oily smoke, though its trident remains. Mechanus Wardrobe This door is carved to depict the face of an ornate clock. When the door
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
and attack. When a mezzoloth dies, its body transforms into wisps of oily smoke, though its trident remains. Mechanus Wardrobe This door is carved to depict the face of an ornate clock. When the door
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
designed to amplify sound, allowing the ringing of each gong to be heard as far as two miles away. Any other watch posts within that range ring their gongs as well, putting more of the compound on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
designed to amplify sound, allowing the ringing of each gong to be heard as far as two miles away. Any other watch posts within that range ring their gongs as well, putting more of the compound on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
designed to amplify sound, allowing the ringing of each gong to be heard as far as two miles away. Any other watch posts within that range ring their gongs as well, putting more of the compound on






