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Returning 35 results for 'bow brave diffusing contained ruin'.
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Monsters
Stranger Things: Welcome to the Hellfire Club
", "rollDamageType":"Piercing"} Piercing damage.
Bone Bow. Ranged Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Bone Bow"}, range 150/600 ft. Hit: 6 (1d10 + 1);{"diceNotation
":"1d10+1", "rollType":"damage", "rollAction":"Bone Bow", "rollDamageType":"Piercing"} Piercing damage.Fiend in Feral Flesh
Gnoll warriors crave endless slaughter but quickly grow bored with the prey
Magic Items
Dungeon Master’s Guide
Key
33–40
47–51
Knight
41–48
52–56
Moon
—
57–60
Puzzle
49–56
61–64
Rogue
57–64
65–68
Ruin
&mdash
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
*
King of clubs
The Void
Queen of clubs
Flames
Jack of clubs
Skull
Two of clubs
Idiot*
Ace of spades
Donjon*
King of spades
Ruin
Queen of spades
Euryale
becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
Fool. You lose 10,000 XP
Backgrounds
Guildmasters’ Guide to Ravnica
; wealth.
Flaws
d6
Flaw
1
I hold a scandalous secret that could ruin my family forever — but could also earn me the favor of the Ghost Council.
2
I’m
convinced that everyone I know is plotting against me.
3
I’ll brave any risk if the monetary reward is great enough.
4
I am convinced that I am far more important than anyone else is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 16: Ruin Traditionally, the Ruin card causes individuals who draw the card to lose their wealth. This chapter, intended for the DM, reinterprets this card as physical ruins to be explored
Nentir Vale, and the site had ties to the minotaur empire below Thunderspire Mountain. You, however, can situate the ruin and the fortified hill it sits atop anywhere in your campaign world. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 16: Ruin Traditionally, the Ruin card causes individuals who draw the card to lose their wealth. This chapter, intended for the DM, reinterprets this card as physical ruins to be explored
Nentir Vale, and the site had ties to the minotaur empire below Thunderspire Mountain. You, however, can situate the ruin and the fortified hill it sits atop anywhere in your campaign world. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 16: Ruin Traditionally, the Ruin card causes individuals who draw the card to lose their wealth. This chapter, intended for the DM, reinterprets this card as physical ruins to be explored
Nentir Vale, and the site had ties to the minotaur empire below Thunderspire Mountain. You, however, can situate the ruin and the fortified hill it sits atop anywhere in your campaign world. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
what’s theirs, compelling them to ruin what they can’t take with them. Gnoll Warrior Medium Fiend, Chaotic Evil
AC 15 Initiative +1 (11)
HP 27 (6d8)
Speed 30 ft.
Ability Score Mod Save
Perception 10
Languages Gnoll
CR 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of anyone else having what’s theirs, compelling them to ruin what they can’t take with them. Gnoll Warrior Medium Fiend, Chaotic Evil
AC 15 Initiative +1 (11)
HP 27 (6d8)
Speed 30 ft
ft.; Passive Perception 10
Languages Gnoll
CR 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of anyone else having what’s theirs, compelling them to ruin what they can’t take with them. Gnoll Warrior Medium Fiend, Chaotic Evil
AC 15 Initiative +1 (11)
HP 27 (6d8)
Speed 30 ft
ft.; Passive Perception 10
Languages Gnoll
CR 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of anyone else having what’s theirs, compelling them to ruin what they can’t take with them. Gnoll Warrior Medium Fiend, Chaotic Evil
AC 15 Initiative +1 (11)
HP 27 (6d8)
Speed 30 ft
ft.; Passive Perception 10
Languages Gnoll
CR 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range
Compendium
- Sources->Dungeons & Dragons->Monster Manual
what’s theirs, compelling them to ruin what they can’t take with them. Gnoll Warrior Medium Fiend, Chaotic Evil
AC 15 Initiative +1 (11)
HP 27 (6d8)
Speed 30 ft.
Ability Score Mod Save
Perception 10
Languages Gnoll
CR 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
what’s theirs, compelling them to ruin what they can’t take with them. Gnoll Warrior Medium Fiend, Chaotic Evil
AC 15 Initiative +1 (11)
HP 27 (6d8)
Speed 30 ft.
Ability Score Mod Save
Perception 10
Languages Gnoll
CR 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
television show where each week’s episode is a self-contained story that doesn’t play into any overarching plot. It might be built on a premise that explains its nature: the player characters are adventurers
-for-hire, or explorers venturing into the unknown and facing a string of unrelated dangers. They might even be archaeologists, venturing into one ancient ruin after another in search of artifacts. An
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
television show where each week’s episode is a self-contained story that doesn’t play into any overarching plot. It might be built on a premise that explains its nature: the player characters are adventurers
-for-hire, or explorers venturing into the unknown and facing a string of unrelated dangers. They might even be archaeologists, venturing into one ancient ruin after another in search of artifacts. An
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
television show where each week’s episode is a self-contained story that doesn’t play into any overarching plot. It might be built on a premise that explains its nature: the player characters are adventurers
-for-hire, or explorers venturing into the unknown and facing a string of unrelated dangers. They might even be archaeologists, venturing into one ancient ruin after another in search of artifacts. An
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
check must be made every 500 yards. The stag leads hunters on a 1,500-yard chase to a moss-grown, ivy-draped ruin in the forest. There, one of three things can happen. Choose the one that best suits
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
check must be made every 500 yards. The stag leads hunters on a 1,500-yard chase to a moss-grown, ivy-draped ruin in the forest. There, one of three things can happen. Choose the one that best suits
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
check must be made every 500 yards. The stag leads hunters on a 1,500-yard chase to a moss-grown, ivy-draped ruin in the forest. There, one of three things can happen. Choose the one that best suits
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
check must be made every 500 yards. The stag leads hunters on a 1,500-yard chase to a moss-grown, ivy-draped ruin in the forest. There, one of three things can happen. Choose the one that best suits
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
check must be made every 500 yards. The stag leads hunters on a 1,500-yard chase to a moss-grown, ivy-draped ruin in the forest. There, one of three things can happen. Choose the one that best suits
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, includes a magnificent stag (use elk statistics) that shimmers in the light as if its coat is spun from gold and its antlers plated with platinum. Nearly everyone in the caravan who can handle a bow wants
check must be made every 500 yards. The stag leads hunters on a 1,500-yard chase to a moss-grown, ivy-draped ruin in the forest. There, one of three things can happen. Choose the one that best suits
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
steeped in magic as Theros. Knowing the difference between port (left) and starboard (right), or a ship’s bow (front) and stern (rear) isn’t necessarily important to legendary heroes, particularly when
brave crews sail along with them. Feel free to think of the ship your heroes travel upon less in the terms of a pirate story (full of commonplace duties and dangers) and more like a vessel in a space
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
steeped in magic as Theros. Knowing the difference between port (left) and starboard (right), or a ship’s bow (front) and stern (rear) isn’t necessarily important to legendary heroes, particularly when
brave crews sail along with them. Feel free to think of the ship your heroes travel upon less in the terms of a pirate story (full of commonplace duties and dangers) and more like a vessel in a space
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
steeped in magic as Theros. Knowing the difference between port (left) and starboard (right), or a ship’s bow (front) and stern (rear) isn’t necessarily important to legendary heroes, particularly when
brave crews sail along with them. Feel free to think of the ship your heroes travel upon less in the terms of a pirate story (full of commonplace duties and dangers) and more like a vessel in a space
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Witherbloom’s campus when a hydra attacked the ruin grinders (described in chapter 7) that were hauling the cargo. The ruin grinders are now malfunctioning and wandering the bayou confusedly. The cargo
contained chemical substances that, unless recovered quickly and stored properly, could become unstable. Unwilling to frighten the students, the instructor keeps this information quiet for now






