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Returning 35 results for 'both bards deep champion refuse'.
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Monsters
Mythic Odysseys of Theros
the god Keranos sought to test Nylea’s favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon
couldn’t best.
Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its
Monsters
Fizban's Treasury of Dragons
)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in the art of stone singing can alter the pitch of the vibrations emitted by the individual stones, creating an effect similar to an assemblage of harp-playing bards. When the characters initially
come here, a deep gnome named Garra Songstone is playing the crystals for an appreciative audience of 3d4 deep gnome children (noncombatants).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Legends of Dayawlongon Ancient belief states that all life on Dayawlongon is born from the spoken words of a poet goddess—known as Kamatayang-Langit—from which comes the people’s deep reverence for
poetry and song. This is why every community has one or more binukots, bards who serve as living repositories of art, culture, custom, and law. The death of a binukot can result in the loss of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to refuse the quest. The god might intervene to steer the champion toward the quest: Thassa could cause a storm to blow the character’s ship off course, for example, bringing the champion to where
, and blessings the god might bestow. Serving Two or More Masters Often, each of the characters in an adventuring party is the champion of a different god—or no god at all. What brings the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin coral smashers,* 4 sahuagin deep divers,* 4 shell sharks* These sahuagin remain here until encountered. 30 1 sahuagin champion* The champion goes to 29 if alerted by sounds of combat there. 34
. Sahuagin Roster, Level 3 Area Occupants at Start Notes 48 1 sahuagin champion,* 4 sahuagin coral smashers,* 1 sahuagin wave shaper,* 2 sahuagin deep divers* The wave shaper escapes to level 2 if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Refuse Pit A trashy odor fills this room. A 30-foot-long, 10-foot-wide, 60-foot-deep pit in the middle of the floor is filled with refuse and failed experiments to a depth of 10 feet. The chemical
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, you hear clattering coins and patrons laughing in preternaturally deep voices.
A winged tiefling soars above the spectacle. Patches of multicolored scales freckle her skin, and her prim tailcoat
shimmers with every hue.
The winged tiefling is Windfall, a champion of Tiamat and the proprietor of the Red Belvedere (see the accompanying stat block). A performer at heart, Windfall is ostentatious
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Peering through shuttered windows in each tower are four deep gnomes, eight in all. These gnomes operate winches that open and close the gate. If the characters are traveling with a deep gnome escort
, the gates open as they approach, allowing access to the tunnel beyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. Tunnel The tunnel has a 30-foot-high ceiling, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Cave Floor H’slaat, a troglodyte champion of Laogzed (see appendix C), and twenty-two troglodytes are arrayed in a rough battle line along the south bank of a freshwater stream that nearly bisects
the cavern. The stream runs west to east, tumbling down a short waterfall and forming a small pool (area 9). The stream is about 15 feet wide and 3 feet deep at its deepest point. It can be crossed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
The temple residents bring their refuse to this filthy chamber, including organic waste from
the various laboratories. The foul debris here is ankle deep at the edges of the chamber, rising to knee deep closer to the center where the floor slopes toward the pit (area 18). Upon entering this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
gathered their forces and retreated into shelters deep within the earth, determined to preserve their civilization until the Empire could finally be restored. After thousands of years, their
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Heirs and the War The Last War caused the Heirs of Dhakaan to finally stir and emerge from their deep vaults. They recognize that humanity has been weakened by its self-inflicted wounds. The rise
worship gods, and no clerics or paladins are among them. The Kech Volaar have picked up some of the elven traditions of wizardry, and all clans have bards known as duur’kala (dirge singers), but in general the Dhakaani don’t rely on magic on the battlefield.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Implements Tables Implements—Common 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–06 Boots of False Tracks 07–08 Candle of the Deep 09–10 Charlatan’s Die 11–13 Cloak of Many
52–54 Helm of Comprehending Languages 55 Immovable Rod 56–57 Instrument of the Bards (Doss lute, Fochlucan bandore, or Mac-Fuirmidh cittern) 58–59 Lantern of Revealing 60–61 Nature’s Mantle 62–63 Oil
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
might hear you!” hisses another.
Ebbin Fulchre and his three companions are unarmed commoners who refuse to enter the cabin, even on a dare. Morbid curiosity brought them here, but they’re nothing
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Entering the Haven The entrance to the library is a vertical shaft that plunges deep into the bedrock, with a crumbling stone staircase clinging to its stark gray walls. A successful DC 14 Wisdom
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lingering spirits reward the party (see “Gifts of the Deep” below). Should one or more of the characters refuse, Derek and Violette quietly fade away. Gift of the Deeps After the characters agree to return
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
show that they are attempting to capture the characters. The kuo-toa leave any fallen opponents unconscious at 0 hit points, intending to bring them back to Sloobludop as live offerings to the Deep
.”
If the characters talk with Ploopploopeen, the archpriest explains his intentions as the kuo-toa escort the party to Sloobludop. If the characters refuse, the kuo-toa attempt to capture them, as
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
-foot-deep water and smelly refuse. Krenko and three other goblins came this way, heading to his new hideout. The characters can spot signs of grimy boot prints made by Small creatures on one of the
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdeep as a Xanathar Guild spy. The intellect devourer that inhabits Meloon’s skull was bred by
)
CHA
15(+2)
Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 ft.
Challenge
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
around a rectangular, stone-lined pit 15 feet deep, 50 feet wide, and 200 feet long. The original Amnian residents built it as an arena for a highly competitive ball game, and it still provides cheap
bystanders to become heroes in the city and earn favors from the merchant princes. 3. Refuse Pit An enormous sinkhole serves as the city’s garbage dump. Every type of refuse gets tossed here, up to and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
dreamwalker
Storm giant quintessent
Humanoids Abjurer
Apprentice wizard
Archdruid
Archer
Bard
Blackguard
Champion
Conjurer
Deep scion
Diviner
Enchanter
Evoker
Firenewt warrior
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Deep scion
Flail snail
Illusionist
Leucrotta
Martial arts adept
Neogi
Orc Red Fang of Shargaas
Redcap
Slithering tracker
Swashbuckler
Trapper
Challenge 4 (1,100 XP) Babau
fiend
Challenge 8 (3,900 XP) Blackguard
Diviner
Shoosuva
Challenge 9 (5,000 XP) Abjurer
Champion
Evoker
Flind
Necromancer
Ulitharid
War priest
Challenge 10 (5,900 XP) Alhoon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
would go to the surface, and I could remain in his employ if I wished. Freedom and a job? How could I refuse? Mantol-Derith is a hidden place accessed by secret ways. Slaves, such as I had been, are
svirfneblin come to trade with each other and with surface-dwellers interested in conducting business with the deep places. Its location is kept secret — I only know that it is fairly close to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Trapped Halls A unusual pit and an unusual painting await adventurers in these tunnels. 29a. Pit of Brown Mold This hidden pit (see “Covered Pits”) is 50 feet deep, but the floor of the pit is
trapped creature, which appears in the closest unoccupied space adjacent to the painting. Thwad Underbrew. The dwarf in the painting is a beard-stroking villain named Thwad Underbrew, a former champion
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
daelkyr, the war left seeds of madness strewn throughout the empire. As Dhakaan began to fall, a number of generals and governors gathered their forces and retreated into shelters deep within the earth
limit their population in their deep vaults. However, they have held onto the martial discipline and techniques that allowed their ancestors to dominate the continent. Their weaponsmiths are superior
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lies motionless.
The water in this area is 10 feet deep (see the Player’s Handbook for details on swimming). The island rises gently to the north and south, while on its east and west sides, 10-foot
Shankha Trials, the Riverine’s Shankha, don’t see it. Map 9.1: forest heartView Player Version Amanisha Manivarshi Amanisha Manivarshi is an accomplished dancer and the most recent champion of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
clothes to the east, and a weapon and armor rack.
Derrion enjoys killing unwelcome visitors. He is a human champion (see appendix A), with these changes: Derrion is chaotic evil. He speaks Common and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Trial by Combat Xedalli asks the characters to serve as her champions. If the characters accept, read: Xeleth sneers. “Very well, sister, since you won’t face me yourself, I, too, name a champion
ring lovingly. If the characters refuse to return her ring or claim not to have it, she frowns and says, “No matter.” Whether or not Xedalli gets her ring back, she knows the characters’ mission poses a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if they refuse. The drow priestess is never encountered without her adopted drow daughter, Zress Orlezziir, and a yochlol advisor disguised as a female drow named Chalizana. To determine where the
represent Zress. Otherwise, Zress is a drow champion (see appendix A), with these changes: Zress is neutral evil. She has these racial traits: She speaks Elvish and Undercommon. She has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is greedy. After allowing characters to pass through the gate, he demands a bribe in the form of food (preferably meat) or treasure (minimum 10 gp). If the characters refuse to pay up, Nahth picks a
and form up in a defensive line on the south side of the open pits. Each pit is 5 feet across, 10 feet deep, and filled with a swarm of poisonous snakes. The walls of each pit are too smooth to climb
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most
beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top






