Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'building bad diffusing contested returns'.
Other Suggestions:
building bad diffusing connected returner
building bad diffusing contested return
building bad diffusing connected returns
buildings bad diffusing connected returns
building bad diffusing contests returns
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
regains all of its shared spells.
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return
Spells
Xanathar's Guide to Everything
, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
An Orzhov banker financed my laboratory’s current work and expects great returns.
8
I have a cousin in the Cult of Rakdos, and we get along quite well.
9
A former attendant from the
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Features Dyson Logos Map 4.10: Horizon’s Edge Map 4.10 depicts Horizon’s Edge, including the following features: Building Platforms. Massive plates made of meticulously fitted stones
feet to the destination, where it hovers for 1 minute or until no more creatures or objects are on it, then returns to its original position. A creature who succeeds on this check automatically succeeds on future attempts to fly any disk to the same destination.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Features Dyson Logos Map 4.10: Horizon’s Edge Map 4.10 depicts Horizon’s Edge, including the following features: Building Platforms. Massive plates made of meticulously fitted stones
feet to the destination, where it hovers for 1 minute or until no more creatures or objects are on it, then returns to its original position. A creature who succeeds on this check automatically succeeds on future attempts to fly any disk to the same destination.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Horizon’s Edge Features Dyson Logos Map 4.10: Horizon’s Edge Map 4.10 depicts Horizon’s Edge, including the following features: Building Platforms. Massive plates made of meticulously fitted stones
feet to the destination, where it hovers for 1 minute or until no more creatures or objects are on it, then returns to its original position. A creature who succeeds on this check automatically succeeds on future attempts to fly any disk to the same destination.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for
,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for
,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for
,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full
Monsters
Fizban's Treasury of Dragons
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains, but new ones form at a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, he attempts to steal something from one randomly determined party member. Far from being a skilled thief, Zilch must succeed at a Dexterity check contested by the passive Wisdom (Perception) scores of
warehouse until Sirak Mazelor returns. The drow chief negotiator and her entourage have gone to the Zhentarim enclave (area 7) to meet with representatives of the Black Network, in the hopes of forging an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, he attempts to steal something from one randomly determined party member. Far from being a skilled thief, Zilch must succeed at a Dexterity check contested by the passive Wisdom (Perception) scores of
warehouse until Sirak Mazelor returns. The drow chief negotiator and her entourage have gone to the Zhentarim enclave (area 7) to meet with representatives of the Black Network, in the hopes of forging an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, he attempts to steal something from one randomly determined party member. Far from being a skilled thief, Zilch must succeed at a Dexterity check contested by the passive Wisdom (Perception) scores of
warehouse until Sirak Mazelor returns. The drow chief negotiator and her entourage have gone to the Zhentarim enclave (area 7) to meet with representatives of the Black Network, in the hopes of forging an
Monsters
Fizban's Treasury of Dragons
injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching
giant squid in the region returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The existing abundance of crystals and topazes remains
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. What better way to think of the big bad monster at the center of a web of even bigger and badder plans than as the CEO of a megacorporation, using every resource to dominate the market? What is an
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
food. Building traps deters intruders. Training guard animals helps protect the lair. Mining provides gems and ore for bribing enemies to leave them alone. Carving tunnels and rooms creates spaces for
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
food. Building traps deters intruders. Training guard animals helps protect the lair. Mining provides gems and ore for bribing enemies to leave them alone. Carving tunnels and rooms creates spaces for
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
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
action. The guard returns 3 rounds later with an additional 1d4 + 1 guards (unless there aren’t that many guards left). The guards (use the veteran stat block) fight until reduced to 10 hit points, then
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
action. The guard returns 3 rounds later with an additional 1d4 + 1 guards (unless there aren’t that many guards left). The guards (use the veteran stat block) fight until reduced to 10 hit points, then
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
food. Building traps deters intruders. Training guard animals helps protect the lair. Mining provides gems and ore for bribing enemies to leave them alone. Carving tunnels and rooms creates spaces for
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
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
action. The guard returns 3 rounds later with an additional 1d4 + 1 guards (unless there aren’t that many guards left). The guards (use the veteran stat block) fight until reduced to 10 hit points, then
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
be taxed if they are confronted in any building, be it an inn or an outhouse. So if you’re out and around on the last day of the month, you’ll no doubt experience “taxing traffic” as the streets
ships and diplomatic vessels), collected from the captain and covering a stay of up to fourteen days (a ship that leaves the harbor and returns during that time pays the tax upon reentry) In times of






