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Returning 35 results for 'breaks bloody diffusing carry reflections'.
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Half-Orc
Legacy
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Species
Basic Rules (2014)
warriors, since he had a strong streak of human blood in him, and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior was judged by his strength, his
orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning
Monsters
Eberron: Rising from the Last War
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
impulses that drives many mortals to battle. Fear, greed, hatred — these are seeds that the Rage of War sows in the hopes of producing a bloody harvest.
Rak Tulkhesh typically takes the form of a vaguely
Monsters
Vecna: Eve of Ruin
. It lasts for 1 hour, until Kas dies, or until Kas dismisses it as a bonus action. Kas can’t have more than two specters summoned at a time.The Betrayer, the Bloody Handed, the Destroyer&mdash
against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can’t validate his superiority or help advance his goals
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Targor Bloodsword, a hobgoblin with 20 hit points. Targor also has two wolves as pets. The hobgoblins have no treasure, but 1d4 of them carry bloody sacks, each containing a severed elf head. The severed
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Targor Bloodsword, a hobgoblin with 20 hit points. Targor also has two wolves as pets. The hobgoblins have no treasure, but 1d4 of them carry bloody sacks, each containing a severed elf head. The severed
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Targor Bloodsword, a hobgoblin with 20 hit points. Targor also has two wolves as pets. The hobgoblins have no treasure, but 1d4 of them carry bloody sacks, each containing a severed elf head. The severed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Blood Baths The iron stench of blood floods this chamber. Along one wall, a row of gore-filled pools sink into the floor. Blood trails and bloody footprints run between the pools.
When they
remain here while they arm themselves and head quickly to area 9. If combat breaks out here, reinforcements from area 17 arrive in 1d3 rounds.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Blood Baths The iron stench of blood floods this chamber. Along one wall, a row of gore-filled pools sink into the floor. Blood trails and bloody footprints run between the pools.
When they
remain here while they arm themselves and head quickly to area 9. If combat breaks out here, reinforcements from area 17 arrive in 1d3 rounds.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Blood Baths The iron stench of blood floods this chamber. Along one wall, a row of gore-filled pools sink into the floor. Blood trails and bloody footprints run between the pools.
When they
remain here while they arm themselves and head quickly to area 9. If combat breaks out here, reinforcements from area 17 arrive in 1d3 rounds.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plot of land on the north side of the Triboar Trail, nestled between two hills. Beyond a ramshackle wooden fence stand corn fields, an apple orchard, gardens, and pasture land. A path breaks off from
, gardens, and orchard. Between the farmhouse and the gutted barn lie the scattered corpses of two orcs and five humans (ranch hands) swarming with flies. The bodies carry nothing of value. Map: Butterskull Ranch View Player Version
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plot of land on the north side of the Triboar Trail, nestled between two hills. Beyond a ramshackle wooden fence stand corn fields, an apple orchard, gardens, and pasture land. A path breaks off from
, gardens, and orchard. Between the farmhouse and the gutted barn lie the scattered corpses of two orcs and five humans (ranch hands) swarming with flies. The bodies carry nothing of value. Map: Butterskull Ranch View Player Version
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
plot of land on the north side of the Triboar Trail, nestled between two hills. Beyond a ramshackle wooden fence stand corn fields, an apple orchard, gardens, and pasture land. A path breaks off from
, gardens, and orchard. Between the farmhouse and the gutted barn lie the scattered corpses of two orcs and five humans (ranch hands) swarming with flies. The bodies carry nothing of value. Map: Butterskull Ranch View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check reveals that the glyphs around each door prevent devils from passing through the doorway. Scratching away any of the glyphs breaks the magic on that door, allowing devils
behind the tapestry opens into area 47c.)
Yarek. A dead male human (Yarek) in bloody robes is sprawled on the floor in front of the tapestry.
Illusory Wall. A 20-foot-wide section of the north
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check reveals that the glyphs around each door prevent devils from passing through the doorway. Scratching away any of the glyphs breaks the magic on that door, allowing devils
behind the tapestry opens into area 47c.)
Yarek. A dead male human (Yarek) in bloody robes is sprawled on the floor in front of the tapestry.
Illusory Wall. A 20-foot-wide section of the north
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check reveals that the glyphs around each door prevent devils from passing through the doorway. Scratching away any of the glyphs breaks the magic on that door, allowing devils
behind the tapestry opens into area 47c.)
Yarek. A dead male human (Yarek) in bloody robes is sprawled on the floor in front of the tapestry.
Illusory Wall. A 20-foot-wide section of the north
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. Two town guards (LG male and female humans) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft., 1d10 + 1 piercing damage on a hit). These weapons are long enough
on a DC 20 Charisma (Persuasion) check to convince the guards to unlock the gate and let them enter. If trouble breaks out at one of the gates, the guards there cry out, “To arms!” Their shouts are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
by Mara might carry a piece of her spirit with them, potentially in the form of a Dark Gift (see chapter 1). The evil beneath the House of Lament adds to its prison of souls.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Tasks and Downtime As talked about in the Player’s Handbook and the Dungeon Master’s Guide, downtime activities allow players and DMs to make the breaks between adventures into a compelling
(okay, an occasionally paid) staff. In addition to the downtime activities characters undertake on their own, the hard-working subemployees and interns of a franchise can carry out orders and further the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Tasks and Downtime As talked about in the Player’s Handbook and the Dungeon Master’s Guide, downtime activities allow players and DMs to make the breaks between adventures into a compelling
(okay, an occasionally paid) staff. In addition to the downtime activities characters undertake on their own, the hard-working subemployees and interns of a franchise can carry out orders and further the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. Two town guards (LG male and female humans) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft., 1d10 + 1 piercing damage on a hit). These weapons are long enough
on a DC 20 Charisma (Persuasion) check to convince the guards to unlock the gate and let them enter. If trouble breaks out at one of the gates, the guards there cry out, “To arms!” Their shouts are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
by Mara might carry a piece of her spirit with them, potentially in the form of a Dark Gift (see chapter 1). The evil beneath the House of Lament adds to its prison of souls.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Tasks and Downtime As talked about in the Player’s Handbook and the Dungeon Master’s Guide, downtime activities allow players and DMs to make the breaks between adventures into a compelling
(okay, an occasionally paid) staff. In addition to the downtime activities characters undertake on their own, the hard-working subemployees and interns of a franchise can carry out orders and further the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. Two town guards (LG male and female humans) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft., 1d10 + 1 piercing damage on a hit). These weapons are long enough
on a DC 20 Charisma (Persuasion) check to convince the guards to unlock the gate and let them enter. If trouble breaks out at one of the gates, the guards there cry out, “To arms!” Their shouts are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
by Mara might carry a piece of her spirit with them, potentially in the form of a Dark Gift (see chapter 1). The evil beneath the House of Lament adds to its prison of souls.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
in area 2. They know certain command words that magically compel the hulks’ obedience. The handlers carry long hooked poles to prod the hulks, and which are also enchanted to magically open and close
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
in area 2. They know certain command words that magically compel the hulks’ obedience. The handlers carry long hooked poles to prod the hulks, and which are also enchanted to magically open and close
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
in area 2. They know certain command words that magically compel the hulks’ obedience. The handlers carry long hooked poles to prod the hulks, and which are also enchanted to magically open and close
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dignitary is inspecting the campus, escorted by academy officers. When the giff loudly breaks wind, the officers politely carry on as though nobody heard it. 4 A magical voice announces: “All purple rank
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dignitary is inspecting the campus, escorted by academy officers. When the giff loudly breaks wind, the officers politely carry on as though nobody heard it. 4 A magical voice announces: “All purple rank
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dignitary is inspecting the campus, escorted by academy officers. When the giff loudly breaks wind, the officers politely carry on as though nobody heard it. 4 A magical voice announces: “All purple rank
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blades, a local warmonger who conscripts warforged to his bloody cause of wiping out anyone who opposes him. If the characters offer to help the pilgrims, Mercy suggests they meet at the pilgrims
’ base in Ialos (see “Ialos” earlier in this chapter). Mercy and the pilgrims happily travel with the characters, though they hide if violence breaks out, emerging only when it’s safe. If the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blades, a local warmonger who conscripts warforged to his bloody cause of wiping out anyone who opposes him. If the characters offer to help the pilgrims, Mercy suggests they meet at the pilgrims
’ base in Ialos (see “Ialos” earlier in this chapter). Mercy and the pilgrims happily travel with the characters, though they hide if violence breaks out, emerging only when it’s safe. If the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blades, a local warmonger who conscripts warforged to his bloody cause of wiping out anyone who opposes him. If the characters offer to help the pilgrims, Mercy suggests they meet at the pilgrims
’ base in Ialos (see “Ialos” earlier in this chapter). Mercy and the pilgrims happily travel with the characters, though they hide if violence breaks out, emerging only when it’s safe. If the characters
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. ’Tis always a fight to death
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
having to make other people’s nice clothes all bloody, but some circumstances require carefully applied martial force. And others require the same thing, but with a lot less care. Sending a Clear Message
from the victim
Style Makes the Raider Your savage kin of the wilds sport tattoos to celebrate their connection to their tribes or ancestors. They might wear fetishes or carry totems symbolizing






