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Returning 17 results for 'most stout with only about from for longer'.
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Monsters
Phandelver and Below: The Shattered Obelisk
breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).Psychic
ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker
Reincarnate
Legacy
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Spells
Basic Rules (2014)
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that
Halfling, lightfoot
69-76
Halfling, stout
77-96
Human
97-100
Tiefling
The reincarnated creature recalls its former life and experiences. It retains the capabilities it
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
M1. Central Chamber Torches illuminate a spacious chamber that has crates and boxes stashed in its corners. Five stout, wooden doors line the chamber’s south wall. Soggy texts and scrolls lie in
, although he remains in area M6. The soggy books and blank scrolls lying in puddles on the floor were used by Murgaxor to prepare for his ritual; they no longer have any value. Crates. A character who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If
, dark 26–34 Elf, high 35–42 Elf, wood 43–46 Gnome, forest 47–52 Gnome, rock 53–56 Half-elf 57–60 Half-orc 61–68 Halfling, lightfoot 69–76 Halfling, stout 77–96 Human 97–00 Tiefling The reincarnated
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If
, dark 26–34 Elf, high 35–42 Elf, wood 43–46 Gnome, forest 47–52 Gnome, rock 53–56 Half-elf 57–60 Half-orc 61–68 Halfling, lightfoot 69–76 Halfling, stout 77–96 Human 97–00 Tiefling The reincarnated
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
longer a threat, the leader of the archaeologists approaches the characters. A stout human woman with bronze skin and curly dark hair held back with a colorful scarf runs toward you. Her expression is a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stout Half-Pint had been using the lighthouse as its headquarters for two years before that franchise suffered a fate similar to the Fellowship of the Golden Mongoose. It was six months ago that the
Six’s attack on the lighthouse actually preceded the attack on Phandalin by a few days, and was similarly headed by archmage Hoobur Gran’Shoop. (As a successful franchise, the Order of the Stout Half
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters are the ones Levistus warned her about, she tries to be as hospitable as possible but won’t discuss why she’s here or what she’s after. If she no longer feels safe in the castle, Avarice leaves
Elprekt’s stout, 45-year-old wife and the speaker’s Dwarvish translator. Tam Sharf, a mute, 30-year-old petty thief wanted for a murder in Luskan, is the speaker’s housemaid. Dassir Ravenscar is the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake. Not even the duergar risk drinking water from the Darklake, however, and with clean streams in short supply, the people of Gracklstugh cover this scarcity with Darklake Stout, the signature ale
Empty-Scabbard Killers include a significant number of calassabrak, no longer bound by oath, honor, and duty. THE DOWNWARD SPIRAL
The madness of the demon lords has not reached Gracklstugh in full
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the world. Instead, great city-states have emerged, enriched by trade and protected by stout walls and loyal defenders. Such cities — including Baldur’s Gate, Mirabar, Neverwinter, Silverymoon, and
Mithral Hall will be part of the alliance for much longer, but until rulership of the dwarven city is more firmly established, it remains a member. It is impossible to ascribe an overall character to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
comfortably at round tables with stout wooden chairs or at rectangular tables with benches. A dozen soft, cushy armchairs encircle the fireplace in the center of the room. The Hearth’s patrons are a mix
authenticity by opening and reading it. If the letter passes muster, the Keeper returns it, opens the Emerald Door, and allows the letter’s owner to enter the Inner Ward. Unless a shorter or longer
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hangs in the fireplace of this cluttered kitchen, and stout worktables sized for a dwarf are covered with handy implements. A closet pantry stands in the corner next to a door that leads outside
of armor to fall to pieces and alerts Sythian and Joster in area C15 if they are there. Once the spell goes off, the secret door is no longer trapped. The secret door is unlocked and leads to area C14
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
physicians, commoners funded the building of a single large facility where everyone could come for treatment. Eager to no longer have every worship service interrupted by contagious congregants, several
traditionally squalid moonflower den in the shop’s damp basement, catering to ordinary addicts and those who’ve become so reliant on the tea that they can no longer pass as normal customers. These sad
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
patriars might still be able to afford house calls and personal priests and physicians, commoners funded the building of a single large facility where everyone could come for treatment. Eager to no longer
on the tea that they can no longer pass as normal customers. These sad cases are shuffled in through an entrance in the building next door to avoid suspicion, where a group of thugs presides over
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and other troublemakers who need to cool off for a few nights. The lock is high quality (requiring a successful DC 20 Dexterity check with thieves’ tools to pick), and the door is built of stout wood
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
.) X6. Pit of Blood and Fortune Xanathar has turned this room into a gladiatorial arena. It also uses this location to dispose of underlings it no longer trusts in a manner that it considers
contains the following features: Seven kobolds wearing white toque hats dash between stout tables, frantically preparing meals for Xanathar and arranging the food on silver platters. Two gazers (see






