Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'building brawler diffusing canine rolling'.
Other Suggestions:
binding brawler diffusing canine roaming
binding brawler diffusing canine rooting
buildings brawler diffusing canine rolling
binding brawler diffusing canine rolling
building brawler diffusing caring roiling
classes
Fight Side by Side with a Brawler’s Best Friend
Pugilists know what it's like to be an underdog, so it's no surprise some form a battleforged bond with a canine companion. They’re used
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a
the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a
the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a
the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a
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->Phandelver and Below: The Shattered Obelisk
the goblins smashed the well winch before fleeing underground. The Miner’s Exchange, where the goblins stole one of the building’s cornerstones, causing the building to tilt. The Shrine of Luck, which
brawler and two goblins are camped at the entrance to Triboar Trail, waiting to ambush unsuspecting travelers. 9 Two goblins released two draft horses that are now running rampant across town. 10 Two
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90
shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90
shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the goblins smashed the well winch before fleeing underground. The Miner’s Exchange, where the goblins stole one of the building’s cornerstones, causing the building to tilt. The Shrine of Luck, which
brawler and two goblins are camped at the entrance to Triboar Trail, waiting to ambush unsuspecting travelers. 9 Two goblins released two draft horses that are now running rampant across town. 10 Two
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d8 Height = 4 feet + 6 inches + your size modifier in inches Weight in pounds = 90
shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the goblins smashed the well winch before fleeing underground. The Miner’s Exchange, where the goblins stole one of the building’s cornerstones, causing the building to tilt. The Shrine of Luck, which
brawler and two goblins are camped at the entrance to Triboar Trail, waiting to ambush unsuspecting travelers. 9 Two goblins released two draft horses that are now running rampant across town. 10 Two
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->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->Van Richten’s Guide to Ravenloft
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
): detect thoughts, hold person
3rd level (2 slots): sending
Treasure. The storage building contains 1d10 × 10 pounds of food, 1d10 × 5 gallons of water, thirty zurkhwood casks of Darklake Stout ale worth
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
): detect thoughts, hold person
3rd level (2 slots): sending
Treasure. The storage building contains 1d10 × 10 pounds of food, 1d10 × 5 gallons of water, thirty zurkhwood casks of Darklake Stout ale worth
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
): detect thoughts, hold person
3rd level (2 slots): sending
Treasure. The storage building contains 1d10 × 10 pounds of food, 1d10 × 5 gallons of water, thirty zurkhwood casks of Darklake Stout ale worth
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
siege weapon to fire into the city or start a conflagration.
9 Fighting breaks out at a building Talon priests use to treat the wounded.
10 Zombies break through a gate and begin scaling
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
building, there is a 20 percent chance that one of Avarice’s hunting parties is already inside or arrives while the party is searching its interior. Old Rivalries Die Hard If she becomes aware of
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
minutes studying the flowers can make a DC 20 Intelligence (Nature) check; on a successful check, the creature can choose which flower it plucks from the table instead of rolling randomly. A serene
A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
minutes studying the flowers can make a DC 20 Intelligence (Nature) check; on a successful check, the creature can choose which flower it plucks from the table instead of rolling randomly. A serene
A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
minutes studying the flowers can make a DC 20 Intelligence (Nature) check; on a successful check, the creature can choose which flower it plucks from the table instead of rolling randomly. A serene
A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
building, there is a 20 percent chance that one of Avarice’s hunting parties is already inside or arrives while the party is searching its interior. Old Rivalries Die Hard If she becomes aware of
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
building, there is a 20 percent chance that one of Avarice’s hunting parties is already inside or arrives while the party is searching its interior. Old Rivalries Die Hard If she becomes aware of
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay






