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Returning 35 results for 'bones beating diffusing comfort rebuke'.
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Monsters
Keys from the Golden Vault
reactions per round but only one per turn.
Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
":"Elemental Rebuke", "rollDamageType":"fire"} fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can
Monsters
Eberron: Rising from the Last War
Commander of Bones. As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target
(4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
assemble at the Palace of Bones, hoping for kindness from Tsien Chiang as she hurriedly passes them to ascend Ping’On Tower. Tsien Chiang’s daughters are generally good natured, but anxieties prevent
the daughters from sleeping. If offered comfort and kindness so that the four sisters are all equally at ease, the daughters are able to fall asleep (see “Disrupting the Dream”). Tsien Chiang’s four
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
assemble at the Palace of Bones, hoping for kindness from Tsien Chiang as she hurriedly passes them to ascend Ping’On Tower. Tsien Chiang’s daughters are generally good natured, but anxieties prevent
the daughters from sleeping. If offered comfort and kindness so that the four sisters are all equally at ease, the daughters are able to fall asleep (see “Disrupting the Dream”). Tsien Chiang’s four
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
assemble at the Palace of Bones, hoping for kindness from Tsien Chiang as she hurriedly passes them to ascend Ping’On Tower. Tsien Chiang’s daughters are generally good natured, but anxieties prevent
the daughters from sleeping. If offered comfort and kindness so that the four sisters are all equally at ease, the daughters are able to fall asleep (see “Disrupting the Dream”). Tsien Chiang’s four
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
+6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Commander of Bones. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
+6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Commander of Bones. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bone Knight Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command
+6, Intimidation +6
Damage Resistances necrotic, poison
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 5 (1,800 XP)
Commander of Bones. As a bonus action
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lurks in the depths of darkness, in the one place to which he must return.
Strahd faces the characters in his tomb (area K86). Donjon (King of Clubs) He lurks in a hall of bones, in the dark pits
of his castle.
Strahd faces the characters in the hall of bones (area K67). Seer (Jack of Clubs) He waits for you in a place of wisdom, warmth, and despair. Great secrets are there.
Strahd faces
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lurks in the depths of darkness, in the one place to which he must return.
Strahd faces the characters in his tomb (area K86). Donjon (King of Clubs) He lurks in a hall of bones, in the dark pits
of his castle.
Strahd faces the characters in the hall of bones (area K67). Seer (Jack of Clubs) He waits for you in a place of wisdom, warmth, and despair. Great secrets are there.
Strahd faces
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lurks in the depths of darkness, in the one place to which he must return.
Strahd faces the characters in his tomb (area K86). Donjon (King of Clubs) He lurks in a hall of bones, in the dark pits
of his castle.
Strahd faces the characters in the hall of bones (area K67). Seer (Jack of Clubs) He waits for you in a place of wisdom, warmth, and despair. Great secrets are there.
Strahd faces
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
itself, called the Firehive, resembles a gargantuan wasp nest with an open top. Aurnozci’s power causes the Firehive to throb like a beating heart, and the nest’s surface is hot to the touch. Halfway up
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
itself, called the Firehive, resembles a gargantuan wasp nest with an open top. Aurnozci’s power causes the Firehive to throb like a beating heart, and the nest’s surface is hot to the touch. Halfway up
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
itself, called the Firehive, resembles a gargantuan wasp nest with an open top. Aurnozci’s power causes the Firehive to throb like a beating heart, and the nest’s surface is hot to the touch. Halfway up
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suffering from broken bones, lacerations, and concussions, and half of them (rounded down) are at 0 hit points and dying; the rest have 1 hit point each. A character can rush to the building and use an
feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spore servant (as described in the “Myconids” entry in the Monster Manual). X20. Quaggoth Den This dark, filthy room is strewn with bones. It contains ten crude beds made of moss and clumps of fur
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spore servant (as described in the “Myconids” entry in the Monster Manual). X20. Quaggoth Den This dark, filthy room is strewn with bones. It contains ten crude beds made of moss and clumps of fur
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spore servant (as described in the “Myconids” entry in the Monster Manual). X20. Quaggoth Den This dark, filthy room is strewn with bones. It contains ten crude beds made of moss and clumps of fur
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
characters and asks them to retrieve its skull from the Bones of the Night (see the “Lower Ward Locations” section) so it can finally be laid to rest. 7 Two githzerai monks approach the characters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
characters and asks them to retrieve its skull from the Bones of the Night (see the “Lower Ward Locations” section) so it can finally be laid to rest. 7 Two githzerai monks approach the characters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
characters and asks them to retrieve its skull from the Bones of the Night (see the “Lower Ward Locations” section) so it can finally be laid to rest. 7 Two githzerai monks approach the characters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more than one of these items. Status Symbols d20 Status Symbol 1 Earrings and notches in an ear 2 Rib bones tied into hair 3 A belt made from raccoon pelts 4 A gnome’s boot used as a hat 5 A pouch
large chambers and a few smaller ones, with tunnels connecting them. In such a place, the tribe can protect its most valuable assets while providing for a modicum of comfort. Most lairs have only a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more than one of these items. Status Symbols d20 Status Symbol 1 Earrings and notches in an ear 2 Rib bones tied into hair 3 A belt made from raccoon pelts 4 A gnome’s boot used as a hat 5 A pouch
large chambers and a few smaller ones, with tunnels connecting them. In such a place, the tribe can protect its most valuable assets while providing for a modicum of comfort. Most lairs have only a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more than one of these items. Status Symbols d20 Status Symbol 1 Earrings and notches in an ear 2 Rib bones tied into hair 3 A belt made from raccoon pelts 4 A gnome’s boot used as a hat 5 A pouch
large chambers and a few smaller ones, with tunnels connecting them. In such a place, the tribe can protect its most valuable assets while providing for a modicum of comfort. Most lairs have only a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather.
Creatures. The orc champion is now a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather.
Creatures. The orc champion is now a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather.
Creatures. The orc champion is now a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with weak acid and floating bones. A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Survival) check notices the hinged floor. With a successful DC 15 Dexterity check using
stalactites and stalagmites. It continues on to the northeast, but the uneven walls make it hard to see into that section — even as heap of bones and gear is plainly visible.
Gorkoh hides behind one of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with weak acid and floating bones. A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Survival) check notices the hinged floor. With a successful DC 15 Dexterity check using
stalactites and stalagmites. It continues on to the northeast, but the uneven walls make it hard to see into that section — even as heap of bones and gear is plainly visible.
Gorkoh hides behind one of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with weak acid and floating bones. A character who succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Survival) check notices the hinged floor. With a successful DC 15 Dexterity check using
stalactites and stalagmites. It continues on to the northeast, but the uneven walls make it hard to see into that section — even as heap of bones and gear is plainly visible.
Gorkoh hides behind one of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons. If the grave isn’t intact, it has been violated. The
characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within. Hidden Bundle This encounter occurs only if the characters are traveling; otherwise
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons. If the grave isn’t intact, it has been violated. The
characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within. Hidden Bundle This encounter occurs only if the characters are traveling; otherwise
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Characters who dig up the grave find the skeletal remains of a human clad in rusted chain mail (a soldier). Among the bones lie corroded weapons. If the grave isn’t intact, it has been violated. The
characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within. Hidden Bundle This encounter occurs only if the characters are traveling; otherwise






