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Returning 35 results for 'borders bear diffusing cantrips region'.
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monsters
Icewind Dale: Rime of the Frostmaiden
polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true form if it dies.Multiattack. The werebear makes two melee attacks.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level
);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Quarterstaff","rollDamageType":"bludgeoning"} bludgeoning damage with shillelagh.In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe.
Shifter
Legacy
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races
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
save DC 16, +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (at will): mage hand
guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark
Monsters
Icewind Dale: Rime of the Frostmaiden
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below)
1st level (4 slots): mage armor,* shield
network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in
Monsters
Curse of Strahd
"} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic
that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days
Monsters
Quests from the Infinite Staircase
Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon’s horn from the Nine
again.
Regional Effects
The region containing Zargon’s lair is warped by Zargon’s unnatural presence, creating one or more of the following effects:
Arcane Enervation. Enemies of Zargon
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
spellcasting ability is Wisdom (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). It has the following cleric spells prepared:
Cantrips
-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:
Water flows pure within 3 miles of a ki
Monsters
Divine Contention
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
Monsters
Sleeping Dragon’s Wake
DC 17; +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): light, mage hand
deafened until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
Once per day, the dragon can alter the
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a
round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic, creating one or more of the following effects:
Clear Skies. The skies above
Monsters
Fizban's Treasury of Dragons
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
the glow around any creature fades on initiative count 20 on the next round.
Regional Effects
The region surrounding a legendary crystal dragon’s lair is altered by the dragon's magic
Monsters
Mythic Odysseys of Theros
the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera’s being, these monsters often manage to
Composition
d4
Attack
1
Plains Creature. The chimera’s body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is
Monsters
Waterdeep: Dungeon of the Mad Mage
hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane
. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.
Rats and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifter Names Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to
keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Names Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to
keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifter Names Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to
keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in the Sensa Empire Consider the plots on the Sensa Empire Adventures table when planning adventures in the region. Sensa Empire Adventures d4 Adventure 1 Increasingly dissatisfied with
borders with giant scorpions. Empress Inaya hires the characters to secretly infiltrate Tarikh and make the rogue king see sense.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in the Sensa Empire Consider the plots on the Sensa Empire Adventures table when planning adventures in the region. Sensa Empire Adventures d4 Adventure 1 Increasingly dissatisfied with
borders with giant scorpions. Empress Inaya hires the characters to secretly infiltrate Tarikh and make the rogue king see sense.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in the Sensa Empire Consider the plots on the Sensa Empire Adventures table when planning adventures in the region. Sensa Empire Adventures d4 Adventure 1 Increasingly dissatisfied with
borders with giant scorpions. Empress Inaya hires the characters to secretly infiltrate Tarikh and make the rogue king see sense.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Names Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to
keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Names Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to
keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifter Names Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to
keep their personal names for their friends and use “wandering names” with strangers. These are usually tied to a physical or personality trait. Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Whiskers, Wolf.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Monsters
Fizban's Treasury of Dragons
creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred.
Ancient Topaz Dragon Connections
d4;{"diceNotation":"1d4","rollType":"roll
infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region
Monsters
Fizban's Treasury of Dragons
the exception of bronze dragons, for whom they bear an inexplicably intense hatred.
Adult Topaz Dragon Connections
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Connected Creatures
initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can’t regain hit points.
Regional Effects
The region surrounding a legendary topaz dragon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eldeen Reaches Capital: Greenheart Hallmarks: Agriculture, animal husbandry, druidic magic A stretch of fertile farmlands borders a vast, untamed forest. Farmers tend the fields, while tribes of
Reaches as a nation, but its citizens fear Aundair will try to reclaim the region. Druidic magic is central to life in the Eldeen Reaches. Its people seek to live in harmony with the natural world, and each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eldeen Reaches Capital: Greenheart Hallmarks: Agriculture, animal husbandry, druidic magic A stretch of fertile farmlands borders a vast, untamed forest. Farmers tend the fields, while tribes of
Reaches as a nation, but its citizens fear Aundair will try to reclaim the region. Druidic magic is central to life in the Eldeen Reaches. Its people seek to live in harmony with the natural world, and each
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eldeen Reaches Capital: Greenheart Hallmarks: Agriculture, animal husbandry, druidic magic A stretch of fertile farmlands borders a vast, untamed forest. Farmers tend the fields, while tribes of
Reaches as a nation, but its citizens fear Aundair will try to reclaim the region. Druidic magic is central to life in the Eldeen Reaches. Its people seek to live in harmony with the natural world, and each
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Eldeen Reaches Capital: The Greenheart Noted for Agriculture, animal husbandry, druidic magic A stretch of fertile farmlands borders a vast, untamed forest. Farmers tend to the fields, while
by the Treaty of Thronehold, but many fear Aundair will try to reclaim the region. Druidic magic is a central part of life in the Eldeen Reaches. Most of its people seek to live in harmony with the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Eldeen Reaches Capital: The Greenheart Noted for Agriculture, animal husbandry, druidic magic A stretch of fertile farmlands borders a vast, untamed forest. Farmers tend to the fields, while
by the Treaty of Thronehold, but many fear Aundair will try to reclaim the region. Druidic magic is a central part of life in the Eldeen Reaches. Most of its people seek to live in harmony with the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Using This Book This book presents a glimpse of the world of Krynn through the lens of a specific conflict. Rather than providing an overview of the entire world, the book focuses on the region
surrounding the city of Kalaman in the nation of Solamnia as the War of the Lance first reaches its borders. Details of the world and the perils facing Kalaman are presented through this introduction






