Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bronze boss diffusing comforts restraints'.
Other Suggestions:
bronze body diffusing comfort restraints
breeze bonus diffusing comforts restrained
bronze both diffusing comfort restraints
bronze bonus diffusing comfort restraints
bronze boon diffusing comfort restraints
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creations or his explosive anger.
The Gift of Bronze. Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creations or his explosive anger.
The Gift of Bronze. Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creations or his explosive anger.
The Gift of Bronze. Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Boss 5 Cambion, Flesh Golem, Gladiator, Half-Dragon 6 Mage, Performer Maestro, Pirate Captain 7 Bandit Deceiver 8 Aberrant Cultist, Assassin, Berserker Commander, Death Cultist, Elemental Cultist
, Winged Kobold 1/2 Crocodile, Sahuagin Warrior 1 Giant Eagle, Giant Toad, Harpy, Kuo-toa Whip 2 Bronze Dragon Wyrmling, Griffon, Merrow, Plesiosaurus, Sahuagin Priest, Sea Hag, Swarm of Venomous Snakes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Boss 5 Cambion, Flesh Golem, Gladiator, Half-Dragon 6 Mage, Performer Maestro, Pirate Captain 7 Bandit Deceiver 8 Aberrant Cultist, Assassin, Berserker Commander, Death Cultist, Elemental Cultist
, Winged Kobold 1/2 Crocodile, Sahuagin Warrior 1 Giant Eagle, Giant Toad, Harpy, Kuo-toa Whip 2 Bronze Dragon Wyrmling, Griffon, Merrow, Plesiosaurus, Sahuagin Priest, Sea Hag, Swarm of Venomous Snakes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Boss 5 Cambion, Flesh Golem, Gladiator, Half-Dragon 6 Mage, Performer Maestro, Pirate Captain 7 Bandit Deceiver 8 Aberrant Cultist, Assassin, Berserker Commander, Death Cultist, Elemental Cultist
, Winged Kobold 1/2 Crocodile, Sahuagin Warrior 1 Giant Eagle, Giant Toad, Harpy, Kuo-toa Whip 2 Bronze Dragon Wyrmling, Griffon, Merrow, Plesiosaurus, Sahuagin Priest, Sea Hag, Swarm of Venomous Snakes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, water elemental 5 (1,800 XP) Cyclops 6 (2,300 XP) Young bronze dragon 8 (3,900 XP) Young blue dragon 9 (5,000 XP) Djinni, marid, roc 11 (7,200 XP) Storm giant 13 (10,000 XP) Adult bronze dragon 15
(13,000 XP) Adult blue dragon 16 (15,000 XP) Dragon turtle 17 (18,000 XP) Ancient bronze dragon 22 (30,000 XP) Ancient blue dragon 23 (32,500 XP) Desert Monsters Monsters Challenge Rating (XP) Cat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, water elemental 5 (1,800 XP) Cyclops 6 (2,300 XP) Young bronze dragon 8 (3,900 XP) Young blue dragon 9 (5,000 XP) Djinni, marid, roc 11 (7,200 XP) Storm giant 13 (10,000 XP) Adult bronze dragon 15
(13,000 XP) Adult blue dragon 16 (15,000 XP) Dragon turtle 17 (18,000 XP) Ancient bronze dragon 22 (30,000 XP) Ancient blue dragon 23 (32,500 XP) Desert Monsters Monsters Challenge Rating (XP) Cat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, water elemental 5 (1,800 XP) Cyclops 6 (2,300 XP) Young bronze dragon 8 (3,900 XP) Young blue dragon 9 (5,000 XP) Djinni, marid, roc 11 (7,200 XP) Storm giant 13 (10,000 XP) Adult bronze dragon 15
(13,000 XP) Adult blue dragon 16 (15,000 XP) Dragon turtle 17 (18,000 XP) Ancient bronze dragon 22 (30,000 XP) Ancient blue dragon 23 (32,500 XP) Desert Monsters Monsters Challenge Rating (XP) Cat
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pit descends through 20 feet of solid rock before opening into the lower cavern, which is 30 feet deep. Nightstone Villagers Boss Hark stripped the villagers of their weapons before herding them into
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pit descends through 20 feet of solid rock before opening into the lower cavern, which is 30 feet deep. Nightstone Villagers Boss Hark stripped the villagers of their weapons before herding them into
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pit descends through 20 feet of solid rock before opening into the lower cavern, which is 30 feet deep. Nightstone Villagers Boss Hark stripped the villagers of their weapons before herding them into
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains
an underwater tunnel, which leads outward and then upward to a dry cavern that serves as the priest’s chambers. In crude laboratory above the pools, a stone table with restraints is used for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains
an underwater tunnel, which leads outward and then upward to a dry cavern that serves as the priest’s chambers. In crude laboratory above the pools, a stone table with restraints is used for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a shaft connected to the surface. The pools have varying shapes and depths, with a bronze statue of Pharika holding out a bowl for offerings overlooking many of them. One small but deep pool contains
an underwater tunnel, which leads outward and then upward to a dry cavern that serves as the priest’s chambers. In crude laboratory above the pools, a stone table with restraints is used for
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
doors lies a shadowed hall. Round towers loom over the entranceway, with arrow slits facing the terrace.
The main gates between areas C1 and C2 are made of bronze-covered wood, but they are corroded and
hall holds six goblins and one goblin boss—a cantankerous fellow named Yegg. Yegg is the primary cook for the Cragmaws, and he berates his assistants as they go about the work of putting food on the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
doors lies a shadowed hall. Round towers loom over the entranceway, with arrow slits facing the terrace.
The main gates between areas C1 and C2 are made of bronze-covered wood, but they are corroded and
hall holds six goblins and one goblin boss—a cantankerous fellow named Yegg. Yegg is the primary cook for the Cragmaws, and he berates his assistants as they go about the work of putting food on the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
doors lies a shadowed hall. Round towers loom over the entranceway, with arrow slits facing the terrace.
The main gates between areas C1 and C2 are made of bronze-covered wood, but they are corroded and
hall holds six goblins and one goblin boss—a cantankerous fellow named Yegg. Yegg is the primary cook for the Cragmaws, and he berates his assistants as they go about the work of putting food on the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Shalvus Martholio’s Quest Shalvus asks the party to escort him overland to Bargewright Inn so that he can report everything that has happened to his boss, Nalaskur Thaelond. After making his report, Shalvus
a halfling-run tavern in town. If the adventurers visit the tavern, a female adult bronze dragon in half-elf form buys them a round of drinks. The dragon, Zirazylym (“Zira” for short), is on the Black
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Otherwise, the arrogant cadets are more than willing to use force to teach the upstart characters who’s boss. Give inspiration to any character who overcomes the situation without resorting to violence. Veena
changes depending on his mood: green if he’s feeling inquisitive, blue when determined, red for angry, yellow when excited, and pink if he’s proud, among others. A long, smartly crafted bronze mustache
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Shalvus Martholio’s Quest Shalvus asks the party to escort him overland to Bargewright Inn so that he can report everything that has happened to his boss, Nalaskur Thaelond. After making his report, Shalvus
a halfling-run tavern in town. If the adventurers visit the tavern, a female adult bronze dragon in half-elf form buys them a round of drinks. The dragon, Zirazylym (“Zira” for short), is on the Black
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Shalvus Martholio’s Quest Shalvus asks the party to escort him overland to Bargewright Inn so that he can report everything that has happened to his boss, Nalaskur Thaelond. After making his report, Shalvus
a halfling-run tavern in town. If the adventurers visit the tavern, a female adult bronze dragon in half-elf form buys them a round of drinks. The dragon, Zirazylym (“Zira” for short), is on the Black
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Otherwise, the arrogant cadets are more than willing to use force to teach the upstart characters who’s boss. Give inspiration to any character who overcomes the situation without resorting to violence. Veena
changes depending on his mood: green if he’s feeling inquisitive, blue when determined, red for angry, yellow when excited, and pink if he’s proud, among others. A long, smartly crafted bronze mustache
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Otherwise, the arrogant cadets are more than willing to use force to teach the upstart characters who’s boss. Give inspiration to any character who overcomes the situation without resorting to violence. Veena
changes depending on his mood: green if he’s feeling inquisitive, blue when determined, red for angry, yellow when excited, and pink if he’s proud, among others. A long, smartly crafted bronze mustache
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
cultist can shoot out of a hole at a time. Read the following if the characters enter or peer into the room: This room is bunk room and guard post. Sturdy bronze hasps are fitted to the two stone doors
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
cultist can shoot out of a hole at a time. Read the following if the characters enter or peer into the room: This room is bunk room and guard post. Sturdy bronze hasps are fitted to the two stone doors
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
cultist can shoot out of a hole at a time. Read the following if the characters enter or peer into the room: This room is bunk room and guard post. Sturdy bronze hasps are fitted to the two stone doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
circle on the floor. Their eyes are scrunched shut, but they are aware of their surroundings. Protruding from the ceiling, directly above the circle, is a large, flaring bronze “bell” similar in shape
altered the dwarves so that they sleep with one eye open and half their brains asleep at any time. Amplification Bell. The bronze bell is connected to a tube that runs through the stone and into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
circle on the floor. Their eyes are scrunched shut, but they are aware of their surroundings. Protruding from the ceiling, directly above the circle, is a large, flaring bronze “bell” similar in shape
altered the dwarves so that they sleep with one eye open and half their brains asleep at any time. Amplification Bell. The bronze bell is connected to a tube that runs through the stone and into the






