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Returning 35 results for 'bronze building diffusing could rolling'.
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Magic Items
Dungeon Master’s Guide
summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the
Valhalla (Silver);Silver
2
None
41–75
Horn of Valhalla (Brass);Brass
3
Proficiency with all Simple weapons
76–90
Horn of Valhalla (Bronze);Bronze
4
Training with all
Monsters
Fizban's Treasury of Dragons
conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature
.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I
Monsters
Fizban's Treasury of Dragons
squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often come into conflict with bronze dragons when
artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other
Species
Fizban's Treasury of Dragons
Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons—brass, bronze, copper, gold, and silver—whose hues glint in their scales. Theirs is the fire of hearth and
. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which
Monsters
Fizban's Treasury of Dragons
.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw
bronze dragons; while I wait to meet one, I hone them on other creatures.
8
I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses.
Topaz
races
Mordenkainen Presents: Monsters of the Multiverse
carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and
you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow
Monsters
Fizban's Treasury of Dragons
come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and
unpredictability.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
20 feet from the building on all sides. A creature that enters the miasma feels increasingly uneasy during the first minute of exposure. If it remains in the miasma, it gains 1 level of exhaustion for every minute it spends there.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
20 feet from the building on all sides. A creature that enters the miasma feels increasingly uneasy during the first minute of exposure. If it remains in the miasma, it gains 1 level of exhaustion for every minute it spends there.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
20 feet from the building on all sides. A creature that enters the miasma feels increasingly uneasy during the first minute of exposure. If it remains in the miasma, it gains 1 level of exhaustion for every minute it spends there.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Abandoned Priory This long, windowless stone building contains several apartments formerly occupied by high-ranking priests of Malar, god of the hunt. Stone doors throughout are fitted with locks
, though they’re unlocked at present. The building has various amenities (see the “Lighting and Plumbing”sidebar). Heaped around the building are broken swords, dented helms, and torn metal armor
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches.
7 A topaz dragon has developed a taste for merfolk
rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred. Topaz Dragon Wyrmling Connections d6 Connected
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Abandoned Priory This long, windowless stone building contains several apartments formerly occupied by high-ranking priests of Malar, god of the hunt. Stone doors throughout are fitted with locks
, though they’re unlocked at present. The building has various amenities (see the “Lighting and Plumbing”sidebar). Heaped around the building are broken swords, dented helms, and torn metal armor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Abandoned Priory This long, windowless stone building contains several apartments formerly occupied by high-ranking priests of Malar, god of the hunt. Stone doors throughout are fitted with locks
, though they’re unlocked at present. The building has various amenities (see the “Lighting and Plumbing”sidebar). Heaped around the building are broken swords, dented helms, and torn metal armor
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches.
7 A topaz dragon has developed a taste for merfolk
rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred. Topaz Dragon Wyrmling Connections d6 Connected
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches.
7 A topaz dragon has developed a taste for merfolk
rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred. Topaz Dragon Wyrmling Connections d6 Connected
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
flee. If the characters set off any audible alarms in the building, a guard immediately investigates, arriving 3 rounds after the alarm sounds. The alarm also puts the guards on high alert throughout
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
flee. If the characters set off any audible alarms in the building, a guard immediately investigates, arriving 3 rounds after the alarm sounds. The alarm also puts the guards on high alert throughout
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
artifact also reveals that an adult gold dragon named Aurinax guards the vault. The three keys needed to open the vault are chosen by you or determined randomly by rolling on the Vault Keys table
Animated construct Beardless dwarf 2 Beholder eyestalk Bronze dragon scale Cask of dwarven ale 3 Drunken elf Gems worth at least 1,000 gp Gift from a queen 4 Invisible creature Painting of a dwarf miner
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
artifact also reveals that an adult gold dragon named Aurinax guards the vault. The three keys needed to open the vault are chosen by you or determined randomly by rolling on the Vault Keys table
Animated construct Beardless dwarf 2 Beholder eyestalk Bronze dragon scale Cask of dwarven ale 3 Drunken elf Gems worth at least 1,000 gp Gift from a queen 4 Invisible creature Painting of a dwarf miner






