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Returning 25 results for 'both bond diffusing contested relatively'.
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Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
when appropriate to suit your identity as a mercenary.
Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace
Monsters
Fizban's Treasury of Dragons
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Rary's telepathic bond spell.
Thriving Wildlife. giant spider;Giant spiders (a sapphire dragon’s favorite prey) are attracted to the area within 6 miles of the lair and settle there in large
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
as a mercenary. Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and
maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
Kobold
Legacy
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Species
Volo's Guide to Monsters
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
as a mercenary. Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and
maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
as a mercenary. Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and
maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
mob meant to drive away invisible duergar patrols. Derro make active Wisdom (Perception) checks contested by the characters’ Dexterity (Stealth) checks if a ward is activated. Characters using detect
Monsters
Fizban's Treasury of Dragons
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell.
Thriving Wildlife. Giant
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
criminal territory as possible. The Xanathar’s bond is its lair, an elaborate cavern complex created by its predecessors, carved out between the twisting sewers of Waterdeep. It almost never leaves its home
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
criminal territory as possible. The Xanathar’s bond is its lair, an elaborate cavern complex created by its predecessors, carved out between the twisting sewers of Waterdeep. It almost never leaves its home
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
criminal territory as possible. The Xanathar’s bond is its lair, an elaborate cavern complex created by its predecessors, carved out between the twisting sewers of Waterdeep. It almost never leaves its home
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
Dexterity (Stealth) check with advantage, contested by the character’s passive Wisdom (Perception) score. Mad Duergar The characters encounter a duergar afflicted with a form of indefinite madness. Roll a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
Dexterity (Stealth) check with advantage, contested by the character’s passive Wisdom (Perception) score. Mad Duergar The characters encounter a duergar afflicted with a form of indefinite madness. Roll a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
Dexterity (Stealth) check with advantage, contested by the character’s passive Wisdom (Perception) score. Mad Duergar The characters encounter a duergar afflicted with a form of indefinite madness. Roll a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
olive oil. The ship’s food stores are relatively fresh, though nothing is particularly appetizing. 5. Ship’s Stores Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a
with that individual. Bimz prefers to bond with a party member that did not directly attack it, is good-aligned, and also did not directly attack its lizardfolk master. If no character meets all those
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
olive oil. The ship’s food stores are relatively fresh, though nothing is particularly appetizing. 5. Ship’s Stores Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a
with that individual. Bimz prefers to bond with a party member that did not directly attack it, is good-aligned, and also did not directly attack its lizardfolk master. If no character meets all those
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
olive oil. The ship’s food stores are relatively fresh, though nothing is particularly appetizing. 5. Ship’s Stores Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a
with that individual. Bimz prefers to bond with a party member that did not directly attack it, is good-aligned, and also did not directly attack its lizardfolk master. If no character meets all those
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Despite how strong the doors and magic of the vaults are, the walls between adjacent vaults are relatively thin. Dealing 40 bludgeoning or force damage to an inner wall creates a hole wide enough for a
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich






