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Returning 33 results for 'discern issue are bear'.
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Monsters
Quests from the Infinite Staircase
advantage on its initiative roll. Moreover, if a creature hasn’t observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid
and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons— wide, razor-sharp outer leaves—in the loose dirt around itself to catch
Conjure Animals
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no
Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Wolf
1/2
Ape, Black Bear, Crocodile, Giant Goat, Giant
Conjure Fey
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it
1/2
Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Satyr,Warhorse
1
Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant
magic-items
your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it
required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.
Gyrocopter Wonder (Rare). This wagon
Spells
Xanathar's Guide to Everything
if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.
On each of your turns, you can try to issue a
command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it
magic-items
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Medium creatures can occupy the same space as one Large creature there. Recruit: Creature. When you issue the Recruit order to this facility, you commission the facility’s hirelings to add a creature from
defend the Bastion. Instead, they act in accordance with their nature and use their stat blocks in the Monster Manual. Menagerie Creatures Creature Size Cost Ape Medium 500 GP Black Bear Medium 500
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
table in chapter 7 and from chapter 6 of the Player's Handbook. Trade: Goods. When you issue the Trade order to this facility, its hireling spends the next 7 days procuring nonmagical items that have a
total value of 500 GP or less and stores them in the Storehouse, or the hireling uses those 7 days to sell goods in the Storehouse. You bear the total cost of any purchases, and the maximum value of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wisdom (Animal Handling) checks made with respect to it have Advantage. Trade: Animals. When you issue the Trade order to this facility, you commission the facility’s hireling to buy or sell one or more
common. The Mounts and Other Animals table in the Player’s Handbook gives standard prices for various mounts. You bear the total cost of any purchases. When you sell a mount from your Stable, the buyer
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by
,” 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->Wayfinder's Guide to Eberron
the culture, history, and geography of the nations, you can find additional resources in appendix A. As you go forward, here’s a few useful things to bear in mind. The Five Nations. Aundair, Breland
the roads. If speed is an issue, you can book passage on a Lyrandar airship. This is the fastest way to travel, but also the most expensive. Refer to the “Magic in Khorvaire” section for more travel options.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
did this not from malice, nor even from fear that I would be ridiculed, but rather because I could not bear to revisit the horrors I had seen beneath the merciless Menechtarun sands. I force myself
Talbridge’s terrifying account, pick up the latest issue of the Sharn Inquisitive!
Dar Jin This port city is the only legal point of entry for foreigners who wish to enter the Empire of Riedra. All
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gloss over a rules issue in play, make a note of it and return to the issue later. Some players like to use the rules to argue against your decisions. While such players can be helpful when you’re stuck
just one player causing the trouble, it’s perfectly appropriate to issue an ultimatum: an out-of-control player who wants to continue playing with the group must stop being disruptive and play as part of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation
wildhunt. Choose a subrace for your shifter. Beasthide Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ancient folk who carved the megaliths near Old Bonegrinder (see chapter 6). Characters who have seen those megaliths can, with a successful DC 10 Intelligence check, discern rudimentary similarities
than the other eight stones, which have weatherworn glyphs carved into them that represent different animals. Characters who inspect the smaller menhirs can discern the following animal shapes carved
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
prefer to let the DM make a call and continue playing. If you gloss over a rules issue in play, make a note of it and return to the issue later. Some players like to use the rules to argue against
the conversation about the kind of game you want to play. If it’s just one player causing the trouble, it’s perfectly appropriate to issue an ultimatum: an out-of-control player who wants to continue
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the
observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid plant isn’t an ordinary plant.
Actions
Multiattack. The horrid plant
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
teleports away, the citadel vanishes, leaving only a scarred landscape to indicate where it once stood. I couldn’t discern if the githzerai leader was alive, dead, or undead. But the psychic stress in his
new monastery or joining an existing one. These “missionaries” are always looking for those with psionic potential who can bring those powers to bear against the githzerai’s foes. Most often, they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the dale, she prefers the taste of reindeer, walrus, and polar bear flesh to that of humanoids. The dragon has a healthy respect for humanoids and has never threatened Ten-Towns directly, though it
doesn’t occur during a blizzard, the characters see Arveiaturace in the sky or on the ground. If she’s on the ground, she’s eating a polar bear or a herd of reindeer that she has killed with her breath
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Garret’s expedition, but characters can discern the likeliest route the climbers took. This route is marked on map 1.17, and characters who follow it experience the following sequence of encounters. If Boy
Growling Bear Akannathi, a male goliath warrior determined to find Oyaminartok and test his mettle against her Perilou Fishfinger, a female lightfoot halfling follower of Yondalla (halfling god of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Working alone or in small cells, they gather information throughout Faerûn, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a
, their hearts, and their weapons to bear against villainy. Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chants issue from a hallway near the southwest corner. You discern many voices repeating, “She is slain, she is risen.”
Lurking in the shadows are two shambling mounds that move to attack as soon as
impossible to determine which direction the sound is coming from until the characters reach areas D26 or D29. They can’t discern its words until they reach area D35. D23c–D23f: Family Crypts Each crypt is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apparatus still couldn’t bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. His evil ghost attacks the characters on sight. If Ariel succeeds in possessing a character, his host
, except for one thighbone. If the characters disturb Saint Markovia’s remains, add: A ghostly form appears above the dust, so faint that you can barely discern more than part of a face. From this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Guildhouse Locations The following locations are keyed to map 6.2. Map 6.2: DM’s map View Player Version G1: Front Porch Nailed to this lengthy porch are short planks that bear the words “Private
drunken guest. Only Guildmaster Dusk knows Jaymont’s true nature. The doppelganger pretends to be asleep, but a character can discern that it’s awake with a successful DC 15 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of all three shifts, and any attack on the gates brings the full force of the gatehouse staff to bear. Merchants and other visitors who come seeking food are rarely turned away, but their wagons and
smoke issue from its many chimneys on rainy days and cold nights. Life-size statues of rearing horses flank the double doors that lead to the common room. Above these doors hangs a wooden sign that
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple
with the wider city. Yet by far the largest issue is the gang war currently ravaging Little Calimshan. Seeing the Guild as fundamentally an outsider organization, a Calishite gang called the Right
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural
-side with wealthy genie-binders. Older isolationists clash with young folk eager for more interaction with the wider city. Yet by far the largest issue is the gang war currently ravaging Little
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
powers the juggernauts in area T14. A character who examines the triangular stone and succeeds on a DC 17 Intelligence (Arcana) check can decipher its runes and discern its purpose. Destroying the
river of screaming souls flowing through a ravaged landscape. Instead of handles, the doors bear a trio of concentric, rune-carved platinum circles that can be rotated. At the circles’ center is an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The visible walls of the corridor leading south bear faint traces of disgusting murals and bas-relief depictions of nasty things. After about 40 feet, the way is completely blocked by tons of stone
it. A character who succeeds on a DC 15 Wisdom (Perception) check can discern the edge of the trapdoor. In addition, someone who prods a pit lid forces the pit open with a successful DC 10 Strength
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sources. Crates stacked around the room are packed with meat, and bear the seal of the Fellowship of Salters, Packers, and Joiners. K2. Dining Room This room contains the following features: Three Zhents
character can detect the shelf and discern how to open it with a successful DC 15 Wisdom (Perception) check. Tugging on the book causes the compartment to pop open, revealing Duhlark’s wand of binding hidden
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
animals housed here is difficult to discern. Ten shell sharks (see appendix C) swim through the water in this room. They are always hungry, and they attack creatures that enter the room other than
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
vases and purple tapestries that bear Xanathar’s symbol. Jutting from the curved roof of the alcove is a spectral eyestalk (scrying sensor). A secret door is hidden in the south wall. If Xanathar is
magical lights in this room have been dispelled, rendering the chamber dark. Characters who have a light source or darkvision can discern the following features: The room has been converted into a maze






