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Returning 27 results for 'bottomed been defusing creatures recite'.
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Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks
made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You
Species
Mordenkainen Presents: Monsters of the Multiverse
recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.
Whatever their true origin, kenku are
’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life
Magic Items
Keys from the Golden Vault
other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non
-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
sometimes assume that “slaad” is a misspelling or mispronunciation. Calling these creatures “salads” is frowned upon. Frogs are common on campus and are often kept as pets
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
sometimes assume that “slaad” is a misspelling or mispronunciation. Calling these creatures “salads” is frowned upon. Frogs are common on campus and are often kept as pets
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, green, gray, and death slaadi requires a successful DC 12 Intelligence (Arcana) check. Defusing Slaad Confrontations. Writing short essays about commonly accepted ways to keep slaadi calm during
sometimes assume that “slaad” is a misspelling or mispronunciation. Calling these creatures “salads” is frowned upon. Frogs are common on campus and are often kept as pets
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and
Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
muddy swamp. Rickety wooden docks jut into the water, but there are no rafts or boats nearby.
Rafts and shallow-bottomed punts are normally kept here, but they are all currently in use by
extent becomes clear in later adventures. Strange creatures live in the swampy areas of Strixhaven’s
campus. Sometimes those creatures are dangerous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and
Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and
Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
muddy swamp. Rickety wooden docks jut into the water, but there are no rafts or boats nearby.
Rafts and shallow-bottomed punts are normally kept here, but they are all currently in use by
extent becomes clear in later adventures. Strange creatures live in the swampy areas of Strixhaven’s
campus. Sometimes those creatures are dangerous
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
muddy swamp. Rickety wooden docks jut into the water, but there are no rafts or boats nearby.
Rafts and shallow-bottomed punts are normally kept here, but they are all currently in use by
extent becomes clear in later adventures. Strange creatures live in the swampy areas of Strixhaven’s
campus. Sometimes those creatures are dangerous
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
screaming “Shut up!” at anyone who makes noise
4 Sleep another hour; your deity says it’s fine
5 Burning incense and lighting a candle on a makeshift altar while you recite your vows
6
creatures, the changing weather, the shapes of buildings, other stuff.
3 In secret, you curse the burden your deity has placed on you.
4 You wonder often if you’re worthy of your deity’s gifts
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
screaming “Shut up!” at anyone who makes noise
4 Sleep another hour; your deity says it’s fine
5 Burning incense and lighting a candle on a makeshift altar while you recite your vows
6
creatures, the changing weather, the shapes of buildings, other stuff.
3 In secret, you curse the burden your deity has placed on you.
4 You wonder often if you’re worthy of your deity’s gifts
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
screaming “Shut up!” at anyone who makes noise
4 Sleep another hour; your deity says it’s fine
5 Burning incense and lighting a candle on a makeshift altar while you recite your vows
6
creatures, the changing weather, the shapes of buildings, other stuff.
3 In secret, you curse the burden your deity has placed on you.
4 You wonder often if you’re worthy of your deity’s gifts
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who
, the more desperate he becomes. When it become clear he can’t warn the characters off, he’ll try to ambush them with a poisoned weapon during a fight against other creatures.
16. Alchemist’s Bedroom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who
, the more desperate he becomes. When it become clear he can’t warn the characters off, he’ll try to ambush them with a poisoned weapon during a fight against other creatures.
16. Alchemist’s Bedroom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who
, the more desperate he becomes. When it become clear he can’t warn the characters off, he’ll try to ambush them with a poisoned weapon during a fight against other creatures.
16. Alchemist’s Bedroom
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
and appreciate her neighbors. The first time anyone other than Nakari removes an item from the “keep” or “trade” pile, the copper scales on the floor suddenly swirl through the air, slashing creatures
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
and appreciate her neighbors. The first time anyone other than Nakari removes an item from the “keep” or “trade” pile, the copper scales on the floor suddenly swirl through the air, slashing creatures
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
and appreciate her neighbors. The first time anyone other than Nakari removes an item from the “keep” or “trade” pile, the copper scales on the floor suddenly swirl through the air, slashing creatures
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
make a DC 10 Intelligence (Investigation) check. On a successful check, the bridge becomes visible to that creature. Creatures that can’t see the bridge can still feel their way across, albeit
library who introduces themself can make a DC 20 Charisma (Persuasion) check to convince Shalfey to let them in. Characters who recite Shalfey’s secret phrase (see the “Flood of Memories” section
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
make a DC 10 Intelligence (Investigation) check. On a successful check, the bridge becomes visible to that creature. Creatures that can’t see the bridge can still feel their way across, albeit
library who introduces themself can make a DC 20 Charisma (Persuasion) check to convince Shalfey to let them in. Characters who recite Shalfey’s secret phrase (see the “Flood of Memories” section
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
make a DC 10 Intelligence (Investigation) check. On a successful check, the bridge becomes visible to that creature. Creatures that can’t see the bridge can still feel their way across, albeit
library who introduces themself can make a DC 20 Charisma (Persuasion) check to convince Shalfey to let them in. Characters who recite Shalfey’s secret phrase (see the “Flood of Memories” section






