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Returning 35 results for 'bottom brawler diffusing combat relies'.
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Monsters
The Tortle Package
legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the
geonid can’t see and relies on its tremorsense to detect other creatures nearby.
Dark Lairs. Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other
Monsters
Phandelver and Below: The Shattered Obelisk
evidenced by the goblin psi commander;goblin psi commanders and goblin psi brawler;goblin psi brawlers (see appendix A for descriptions of both) that make up their ranks. Collectively, the goblins call
", "rollType":"damage", "rollAction":"Brain Tendrils", "rollDamageType":"psychic"} psychic damage and have the stunned condition until the start of Ruxithid’s next turn.
Combat Command. Ruxithid commands
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek
out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the
Monsters
The Book of Many Things
that’s both its fiefdom and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood.
Aurnozci relies on demonic proxies and mortal
in consumption. Periodically, the Eye of Aurnozci communes with their horrifying master or leads a ceremony of propitiation in the Firehive. In combat, Aurnozci screeches horribly and attacks any
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
their combat training to let them wade into melee with the power of the gods on their side.
Divine Agents
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to
Backgrounds
Ghosts of Saltmarsh
Wrestling. You fought in hand-to-hand combat with an immense lobster.
2
It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3
Fins of Pure Gold
compensated.
3
I will fish the many famous waters of this land.
4
The gods saved me during a terrible storm, and I will honor their gift.
5
My destiny awaits me at the bottom of a
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
delicacies.
Guest Suite. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat
. A large chamber with connected smaller chambers, such as that seen toward the bottom of the map, forms a suite used as guest lodgings for visiting dragons. Though any treasures with significant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can’t see and relies on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can’t see and relies on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can’t see and relies on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alert Origin Archery Fighting Style Athlete General Blind Fighting Fighting Style Boon of Combat Prowess Epic Boon Boon of Dimensional Travel Epic Boon Boon of Energy Resistance Epic Boon Boon of Fate
General Slasher General Speedy General Spell Sniper General Tavern Brawler Origin Telekinetic General Telepathic General Thrown Weapon Fighting Fighting Style Tough Origin Two-Weapon Fighting Fighting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with
most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alert Origin Archery Fighting Style Athlete General Blind Fighting Fighting Style Boon of Combat Prowess Epic Boon Boon of Dimensional Travel Epic Boon Boon of Energy Resistance Epic Boon Boon of Fate
General Slasher General Speedy General Spell Sniper General Tavern Brawler Origin Telekinetic General Telepathic General Thrown Weapon Fighting Fighting Style Tough Origin Two-Weapon Fighting Fighting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alert Origin Archery Fighting Style Athlete General Blind Fighting Fighting Style Boon of Combat Prowess Epic Boon Boon of Dimensional Travel Epic Boon Boon of Energy Resistance Epic Boon Boon of Fate
General Slasher General Speedy General Spell Sniper General Tavern Brawler Origin Telekinetic General Telepathic General Thrown Weapon Fighting Fighting Style Tough Origin Two-Weapon Fighting Fighting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
14. Flooded Hall Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1
foot traveled. Any sudden actions, including those necessary for combat, might result in the character taking a spill. A character who takes the Dash action or tries to fight within the room must first
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
14. Flooded Hall Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1
foot traveled. Any sudden actions, including those necessary for combat, might result in the character taking a spill. A character who takes the Dash action or tries to fight within the room must first
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to the chalet, which is depicted in the bottom left corner of the map, but the other landmarks are still present: rock formations called the Hand and the Horn, a tall outcropping of rock with three
pine trees growing atop it, a river, a bridge, and a hill scorched by dragon fire. Flesh out the journey to the chalet as you see fit, adding one or more combat encounters appropriate for the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
14. Flooded Hall Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1
foot traveled. Any sudden actions, including those necessary for combat, might result in the character taking a spill. A character who takes the Dash action or tries to fight within the room must first
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to the chalet, which is depicted in the bottom left corner of the map, but the other landmarks are still present: rock formations called the Hand and the Horn, a tall outcropping of rock with three
pine trees growing atop it, a river, a bridge, and a hill scorched by dragon fire. Flesh out the journey to the chalet as you see fit, adding one or more combat encounters appropriate for the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to the chalet, which is depicted in the bottom left corner of the map, but the other landmarks are still present: rock formations called the Hand and the Horn, a tall outcropping of rock with three
pine trees growing atop it, a river, a bridge, and a hill scorched by dragon fire. Flesh out the journey to the chalet as you see fit, adding one or more combat encounters appropriate for the






