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Returning 35 results for 'bursting bound diffusing changeling relate'.
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Equipment
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity
(Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.
Equipment
13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place
. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.
Each set of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Garra is leaving Sharn on a lightning rail bound for Wroat. Changeling Treachery If the characters are traveling with Jas (see “Skycoach Ride” earlier in the adventure), the changeling attempts to lead
them into the trap laid in Garra’s safe house (area T4b). The changeling attacks the characters the first time they battle other members of Daask.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Garra is leaving Sharn on a lightning rail bound for Wroat. Changeling Treachery If the characters are traveling with Jas (see “Skycoach Ride” earlier in the adventure), the changeling attempts to lead
them into the trap laid in Garra’s safe house (area T4b). The changeling attacks the characters the first time they battle other members of Daask.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Garra is leaving Sharn on a lightning rail bound for Wroat. Changeling Treachery If the characters are traveling with Jas (see “Skycoach Ride” earlier in the adventure), the changeling attempts to lead
them into the trap laid in Garra’s safe house (area T4b). The changeling attacks the characters the first time they battle other members of Daask.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that Garra is leaving Sharn on a lightning rail bound for Wroat. The changeling doesn’t know about Garra’s trap and simply has instructions to deliver the characters.
Need a Lift? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithral Tower. Read or paraphrase the following boxed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that Garra is leaving Sharn on a lightning rail bound for Wroat. The changeling doesn’t know about Garra’s trap and simply has instructions to deliver the characters.
Need a Lift? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithral Tower. Read or paraphrase the following boxed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that Garra is leaving Sharn on a lightning rail bound for Wroat. The changeling doesn’t know about Garra’s trap and simply has instructions to deliver the characters.
Need a Lift? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithral Tower. Read or paraphrase the following boxed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
revealed to relate to a larger plot in the campaign. If most of your adventures are dungeon expeditions, shift gears with a tense urban mystery that eventually leads the party into a dungeon crawl in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
revealed to relate to a larger plot in the campaign. If most of your adventures are dungeon expeditions, shift gears with a tense urban mystery that eventually leads the party into a dungeon crawl in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures that aren’t necessarily connected by a common villain. One adventure might feature the dead bursting from their graves and threatening to overwhelm a whole town. In the next adventure, a
revealed to relate to a larger plot in the campaign. If most of your adventures are dungeon expeditions, shift gears with a tense urban mystery that eventually leads the party into a dungeon crawl in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling with gleaming crystal eyes. This warforged spent twenty years on the battlefield, and it has no fear of the halfling warrior. Neither one noticed the changeling who stole the halflings purse, but
are clever shapeshifters that can disguise themselves as members of other races. Exceptional spies and rogues, they live in the shadows of humanity. Kalashtar are humans bound to spirits from the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling with gleaming crystal eyes. This warforged spent twenty years on the battlefield, and it has no fear of the halfling warrior. Neither one noticed the changeling who stole the halflings purse, but
are clever shapeshifters that can disguise themselves as members of other races. Exceptional spies and rogues, they live in the shadows of humanity. Kalashtar are humans bound to spirits from the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling with gleaming crystal eyes. This warforged spent twenty years on the battlefield, and it has no fear of the halfling warrior. Neither one noticed the changeling who stole the halflings purse, but
are clever shapeshifters that can disguise themselves as members of other races. Exceptional spies and rogues, they live in the shadows of humanity. Kalashtar are humans bound to spirits from the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common creation myth contends that when the Progenitor Dragons fought, Eberron trapped Khyber in her coils and became the world, imprisoning her evil sibling in a living prison. Bound within the world
world; the portals to the worlds within defy natural law. These connections impact the world in a number of ways. Dark forces can rise anywhere in the world, bursting out of a previously unknown portal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common creation myth contends that when the Progenitor Dragons fought, Eberron trapped Khyber in her coils and became the world, imprisoning her evil sibling in a living prison. Bound within the world
world; the portals to the worlds within defy natural law. These connections impact the world in a number of ways. Dark forces can rise anywhere in the world, bursting out of a previously unknown portal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common creation myth contends that when the Progenitor Dragons fought, Eberron trapped Khyber in her coils and became the world, imprisoning her evil sibling in a living prison. Bound within the world
world; the portals to the worlds within defy natural law. These connections impact the world in a number of ways. Dark forces can rise anywhere in the world, bursting out of a previously unknown portal
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
black sphere holds the demon in place, and appears to be slowly draining away its essence.
The balor Tarnhem is bound here by the magic of Acererak, who has fashioned a device from a sphere of
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
black sphere holds the demon in place, and appears to be slowly draining away its essence.
The balor Tarnhem is bound here by the magic of Acererak, who has fashioned a device from a sphere of
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
black sphere holds the demon in place, and appears to be slowly draining away its essence.
The balor Tarnhem is bound here by the magic of Acererak, who has fashioned a device from a sphere of
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
scattered minotaur clans, the mysterious changeling city known as Lost. But other creatures have long been commingled. The ogres, orcs, trolls, hill giants, goblins, and kobolds of Droaam have never had
of loyalty to the pack above all else. Since standing together and being bound by this Znir Pact, the gnolls have never been subjugated by any other force, and have never sought to conquer. Instead
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
scattered minotaur clans, the mysterious changeling city known as Lost. But other creatures have long been commingled. The ogres, orcs, trolls, hill giants, goblins, and kobolds of Droaam have never had
of loyalty to the pack above all else. Since standing together and being bound by this Znir Pact, the gnolls have never been subjugated by any other force, and have never sought to conquer. Instead
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
scattered minotaur clans, the mysterious changeling city known as Lost. But other creatures have long been commingled. The ogres, orcs, trolls, hill giants, goblins, and kobolds of Droaam have never had
of loyalty to the pack above all else. Since standing together and being bound by this Znir Pact, the gnolls have never been subjugated by any other force, and have never sought to conquer. Instead
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
ownership of the place, she has merely taken over the manor from its current owner. That owner (whose identity is left to your determination) is kept alive and bound within an extradimensional prison
tomb. Lynx is aware that Sir Ursas has knowledge of other missing components that might relate to an ancient Temple of Moloch. Mechanical Guide Lynx has pulled a component from her version of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
ownership of the place, she has merely taken over the manor from its current owner. That owner (whose identity is left to your determination) is kept alive and bound within an extradimensional prison
tomb. Lynx is aware that Sir Ursas has knowledge of other missing components that might relate to an ancient Temple of Moloch. Mechanical Guide Lynx has pulled a component from her version of the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
ownership of the place, she has merely taken over the manor from its current owner. That owner (whose identity is left to your determination) is kept alive and bound within an extradimensional prison
tomb. Lynx is aware that Sir Ursas has knowledge of other missing components that might relate to an ancient Temple of Moloch. Mechanical Guide Lynx has pulled a component from her version of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the adventure. Spirits of the House d20 Spirit
1–5 Lost Spirit. Someone bound to the house, such as a noble Mara entombed in the walls, a past investigator, or someone a character knows
during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the “Story Overview.” Relate these specifics to the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the adventure. Spirits of the House d20 Spirit
1–5 Lost Spirit. Someone bound to the house, such as a noble Mara entombed in the walls, a past investigator, or someone a character knows
during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the “Story Overview.” Relate these specifics to the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the adventure. Spirits of the House d20 Spirit
1–5 Lost Spirit. Someone bound to the house, such as a noble Mara entombed in the walls, a past investigator, or someone a character knows
during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the “Story Overview.” Relate these specifics to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain
requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics
) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds up to 12 cubic feet of contents. Climber’s Kit (25 GP) A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain
requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics
) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds up to 12 cubic feet of contents. Climber’s Kit (25 GP) A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain
requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics
) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. Chest (5 GP) A Chest holds up to 12 cubic feet of contents. Climber’s Kit (25 GP) A






