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Returning 35 results for 'brutes barriers diffusing certain refuge'.
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Monsters
Van Richten’s Guide to Ravenloft
Actions). The juggernaut recharges Deadly Shaping and uses it.Relentless juggernauts are massive brutes that thirst for carnage. Their presence twists the world around them, allowing them to create
a certain area its territory and visits destruction upon all trespassers.
Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities
Backgrounds
Guildmasters’ Guide to Ravnica
The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order — as embodied in the Azorius Senate. You’re a proud
-minted 1-zino coins)
Feature: Legal Authority
You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
Oozing Temple” in chapter 2) to accompany them, it feels a certain pull toward Blingdenstone, and is curious enough to guide the characters there.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
Oozing Temple” in chapter 2) to accompany them, it feels a certain pull toward Blingdenstone, and is curious enough to guide the characters there.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
Oozing Temple” in chapter 2) to accompany them, it feels a certain pull toward Blingdenstone, and is curious enough to guide the characters there.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
scorpion-god and strike terror into their enemies’ hearts. Umbragen Shadow Walker. Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
scorpion-god and strike terror into their enemies’ hearts. Umbragen Shadow Walker. Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
them to interact and bargain with creatures of both realms. Other popular choices are a place where the ambient energy augments certain kinds of magic, a site related to death such as a burial ground
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
relics of the ancient giants weren’t meant for the eyes of prying adventurers. No one knows better than the scholars of Morgrave University how to circumvent those barriers and plunder the continent’s
scorpion-god and strike terror into their enemies’ hearts. Umbragen Shadow Walker. Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met. 6 Mischievous. The archfey is a
antlers. 2 Compelling Voice. The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder. 3
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met. 6 Mischievous. The archfey is a
antlers. 2 Compelling Voice. The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder. 3
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met. 6 Mischievous. The archfey is a
antlers. 2 Compelling Voice. The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder. 3
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-steads that surround it. Nonetheless, a certain strong breed of merchant travels the narrow mountain passes leading into Hartsvale. The dwarves of Citadel Adbar jestingly refer to these people as
seem to live like bears, near Hartsvale they act more like orcs. Thankfully the brutes are still too stupid for such complex tasks as working metal, but from what I heard in my time in the vale their
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and take refuge at Motherhorn. Skylla carries the key to Golmo’s chains and willingly parts with it only if doing so might save her life. Even though she is costumed, Skylla is instantly recognizable to
certain death, she can cause the animated props to revert to their inanimate forms by uttering the word “alfarian.” Skylla feels no loyalty to the League of Malevolence. If characters mention the league
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-steads that surround it. Nonetheless, a certain strong breed of merchant travels the narrow mountain passes leading into Hartsvale. The dwarves of Citadel Adbar jestingly refer to these people as
seem to live like bears, near Hartsvale they act more like orcs. Thankfully the brutes are still too stupid for such complex tasks as working metal, but from what I heard in my time in the vale their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-steads that surround it. Nonetheless, a certain strong breed of merchant travels the narrow mountain passes leading into Hartsvale. The dwarves of Citadel Adbar jestingly refer to these people as
seem to live like bears, near Hartsvale they act more like orcs. Thankfully the brutes are still too stupid for such complex tasks as working metal, but from what I heard in my time in the vale their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pour into it. However, after repeatedly passing the same doom-filled messages scrawled onto its walls, travelers often begin to panic. The Loop isn’t beholden to the laws of time or space. At certain
can join the ranks of another faction, abandon the city entirely—or flee to Nowhere. The huddled welter of ramshackle tenements lies deep in the bowels of Undersigil, a doleful refuge for criminals and






