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Returning 35 results for 'bound been defusing con rolling'.
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Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to
spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku’s beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
floor plan of the station. The Terminus district is right near Wroann’s Gate, most travelers’ entry point into Sharn. It bustles with crowds, pickpockets, con artists, and other criminals looking to
take advantage of the city’s visitors. Garra has an apartment in Terminus where she left a trap for the characters. The half-ogre took the books and schemas recovered in Old Sharn’s ruins and boarded a lightning rail bound for Wroat that’s about to leave Terminus Station.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
floor plan of the station. The Terminus district is right near Wroann’s Gate, most travelers’ entry point into Sharn. It bustles with crowds, pickpockets, con artists, and other criminals looking to
take advantage of the city’s visitors. Garra has an apartment in Terminus where she left a trap for the characters. The half-ogre took the books and schemas recovered in Old Sharn’s ruins and boarded a lightning rail bound for Wroat that’s about to leave Terminus Station.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
floor plan of the station. The Terminus district is right near Wroann’s Gate, most travelers’ entry point into Sharn. It bustles with crowds, pickpockets, con artists, and other criminals looking to
take advantage of the city’s visitors. Garra has an apartment in Terminus where she left a trap for the characters. The half-ogre took the books and schemas recovered in Old Sharn’s ruins and boarded a lightning rail bound for Wroat that’s about to leave Terminus Station.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
successful DC 15 Wisdom (Perception) check: Many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
successful DC 15 Wisdom (Perception) check: many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
successful DC 15 Wisdom (Perception) check: Many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
successful DC 15 Wisdom (Perception) check: many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
successful DC 15 Wisdom (Perception) check: many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
successful DC 15 Wisdom (Perception) check: Many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Water Weird A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentine shape becomes clear only
. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
roll, and add the total (minimum of 1) to your Hit Point maximum. Instead of rolling, you can use the fixed value shown in the Fixed Hit Points by Class table. Fixed Hit Points by Class Class Hit
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Water Weird A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentine shape becomes clear only
. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Water Weird A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentine shape becomes clear only
. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hits the fourth, and a 19 or higher strikes the bull’s-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you
. For example, rolling a 1 on a failed attempt to pick a lock might jam the lock, and rolling a 20 on a successful Intelligence (Investigation) check might reveal an extra clue. For attack rolls, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hits the fourth, and a 19 or higher strikes the bull’s-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you
. For example, rolling a 1 on a failed attempt to pick a lock might jam the lock, and rolling a 20 on a successful Intelligence (Investigation) check might reveal an extra clue. For attack rolls, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hits the fourth, and a 19 or higher strikes the bull’s-eye. Critical Success or Failure Rolling a 20 or a 1 on an ability check or a saving throw doesn’t normally have any special effect. However, you
. For example, rolling a 1 on a failed attempt to pick a lock might jam the lock, and rolling a 20 on a successful Intelligence (Investigation) check might reveal an extra clue. For attack rolls, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bound to Spirits Kalashtar
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bound to Spirits Kalashtar
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bound to Spirits Kalashtar
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hrabbaz Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably — a disarming appearance that
humanoid (half-orc), neutral evil
Armor Class 12
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20(+5)
DEX
15(+2)
CON
17(+3)
INT
10(+0)
WIS
14(+2)
CHA
12(+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hrabbaz Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably — a disarming appearance that
humanoid (half-orc), neutral evil
Armor Class 12
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20(+5)
DEX
15(+2)
CON
17(+3)
INT
10(+0)
WIS
14(+2)
CHA
12(+1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hrabbaz Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably — a disarming appearance that
humanoid (half-orc), neutral evil
Armor Class 12
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20(+5)
DEX
15(+2)
CON
17(+3)
INT
10(+0)
WIS
14(+2)
CHA
12(+1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental, Neutral
AC 13 Initiative +3 (13)
HP 65 (10d10 + 10)
Speed 5 ft., Swim 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +3
Con 13 +1 +1
Ability
condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Surge. Melee Attack Roll: +5, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental, Neutral
AC 13 Initiative +3 (13)
HP 65 (10d10 + 10)
Speed 5 ft., Swim 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +3
Con 13 +1 +1
Ability
condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Surge. Melee Attack Roll: +5, reach 10 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Elemental, Neutral
AC 13 Initiative +3 (13)
HP 65 (10d10 + 10)
Speed 5 ft., Swim 60 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 16 +3 +3
Con 13 +1 +1
Ability
condition while fully immersed in water.
Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.
Actions
Surge. Melee Attack Roll: +5, reach 10 ft






