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Returning 35 results for 'bringing blade diffusing complex reaches'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Magic Resistance. The high fae has advantage on saving throws against spells and other magical effects.Multiattack. The high fae makes two Fae Blade attacks and uses Vexing Prank once.
Fae Blade
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Fae Blade"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available.
Fae Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Fae Blade
"} to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7);{"diceNotation":"3d8+7", "rollType":"damage", "rollAction":"Fae Blade", "rollDamageType":"force"} force damage.
Stunning Soliloquy (Recharge 5–6
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds
Lord is also known for following their own mysterious whims, journeying to the farthest reaches of Eldraine to satiate their curiosity.Bludgeoning, Piercing, and Slashing from Nonmagical
Classes
Xanathar's Guide to Everything
combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Classes
Xanathar's Guide to Everything
combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade
might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most
Species
Eberron: Rising from the Last War
If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with whoever’s
holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
the farthest reaches of Eldraine out of an insatiable curiosity.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Locathah Rising
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
Monsters
Mordenkainen's Fiendish Folio Volume 1
Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of
inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
monsters
and wield a blade of steel.” The Queen replied, “Then leave the wood, but do not bring your metal into my domain.” And so he left the wood and founded the kingdom of Karrnath. The
again see the light of day.
From the Towering Wood in the Eldeen Reaches to the Harrowcrowns of Thrane, from the Greenhaunt of Breland to the Shadowmount Forest of Karrnath, wherever people dwell by the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Track the Broken Blade Baron Althon, a local noble, hires the party to search for the legendary cache of weapons forged by Durgeddin the smith. He shows the characters a broken blade bearing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
heard the urchins’ screams and investigated, hoping to snare an easy meal. It attacks anyone who harms it or reaches for the stone. Next Encounter Once the characters obtain the Stone of Golorr, they can leave the cellar complex. Proceed with encounter 8, “Courthouse.”
Cellar Complex: Summer The characters are hot on the trail of three street urchins as the children scamper into the sewers under the Dock Ward. Sickening Smell The summer heat makes the sewer smell
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches—reminders of the conflict between
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to detail the region however you please. Eberron. San Citlán might appear between the Blade Desert and Endworld Mountains in eastern Khorvaire, a location that might lead you to add more elves and
Hills or Desertmouth Mountains. The lands east of Tethyr or the mountainous reaches of Chessenta might also accommodate this rugged region.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches — reminders of the conflict
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
heard the urchins’ screams and investigated, hoping to snare an easy meal. It attacks anyone who harms it or reaches for the stone. Next Encounter Once the characters obtain the Stone of Golorr, they can leave the cellar complex. Proceed with encounter 8, “Courthouse.”
Cellar Complex: Summer The characters are hot on the trail of three street urchins as the children scamper into the sewers under the Dock Ward. Sickening Smell The summer heat makes the sewer smell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
heard the urchins’ screams and investigated, hoping to snare an easy meal. It attacks anyone who harms it or reaches for the stone. Next Encounter Once the characters obtain the Stone of Golorr, they can leave the cellar complex. Proceed with encounter 8, “Courthouse.”
Cellar Complex: Summer The characters are hot on the trail of three street urchins as the children scamper into the sewers under the Dock Ward. Sickening Smell The summer heat makes the sewer smell
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to detail the region however you please. Eberron. San Citlán might appear between the Blade Desert and Endworld Mountains in eastern Khorvaire, a location that might lead you to add more elves and
Hills or Desertmouth Mountains. The lands east of Tethyr or the mountainous reaches of Chessenta might also accommodate this rugged region.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to detail the region however you please. Eberron. San Citlán might appear between the Blade Desert and Endworld Mountains in eastern Khorvaire, a location that might lead you to add more elves and
Hills or Desertmouth Mountains. The lands east of Tethyr or the mountainous reaches of Chessenta might also accommodate this rugged region.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches—reminders of the conflict between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches — reminders of the conflict
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches—reminders of the conflict between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dimensional Seal A dimensional seal is a massive stone slab covered with a complex pattern of runes and sigils. The seal projects an invisible field in a 2-mile radius. This field blocks all forms of
conjuration magic and any other effect that involves teleportation or planar travel. Dimensional seals are usually found in the Eldeen Reaches and the Shadow Marches — reminders of the conflict
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
hand brake. A creature inside a cart or next to one can use its action to pull the hand brake to reduce the cart’s speed by up to 30 feet, bringing it to a stop if its speed drops to 0.
Moving out of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
undertake. Scholarly Missions d6 Mission 1 Adventurous Archeology. Your focus is on finding ancient artifacts and bringing back what you can. 2 Arcane Research. Your team focuses on acquiring
magical knowledge that can only be found outside the university walls. 3 Investigative Ecology. None can say how many amazing creatures make their homes in the world’s wildest reaches, but you’re
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
undertake. Scholarly Missions d6 Mission 1 Adventurous Archeology. Your focus is on finding ancient artifacts and bringing back what you can. 2 Arcane Research. Your team focuses on acquiring
magical knowledge that can only be found outside the university walls. 3 Investigative Ecology. None can say how many amazing creatures make their homes in the world’s wildest reaches, but you’re
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
undertake. Scholarly Missions d6 Mission 1 Adventurous Archeology. Your focus is on finding ancient artifacts and bringing back what you can. 2 Arcane Research. Your team focuses on acquiring
magical knowledge that can only be found outside the university walls. 3 Investigative Ecology. None can say how many amazing creatures make their homes in the world’s wildest reaches, but you’re
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ghohlbrorn’s Lair This inn is the only establishment in Gracklstugh that accepts non-duergar guests. “Ghohlbrorn” means “bulette” in Dwarvish, and the inn is built inside a small cavern complex
beneath the Blade Bazaar at the northern end of the Darklake District. Its halls are cold and damp. A central chamber serves as a dining room, branching out into different small, twisting halls along






