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Returning 27 results for 'preserved augment and his chain'.
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preserve augment and his chaos
preserve augment and his charm
preserve augment and his chain
preserve augment and his claim
presented agent and his clan
backgrounds
etched onto a crystal plate
4
A wicker doll with bloodstained bead eyes
5
A length of chain that sometimes rattles when left unattended
6
A mummified hand preserved in bog peat
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
so on.
Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk’s own safety. The most
you from using them at every opportunity.
7
You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8
You enjoy eating your
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
orb hanging from a chain above the sarcophagus is made of hammered gold to resemble a smiling sun.
After Acererak slew the trickster gods of Omu and enslaved the city, Napaka, the city’s elderly
with a successful DC 15 Strength (Athletics) check. The interior of the sarcophagus is lined with lead and contains several treasures (see “Treasure” below). Golden Sun Whenever the sun or its chain
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
orb hanging from a chain above the sarcophagus is made of hammered gold to resemble a smiling sun.
After Acererak slew the trickster gods of Omu and enslaved the city, Napaka, the city’s elderly
with a successful DC 15 Strength (Athletics) check. The interior of the sarcophagus is lined with lead and contains several treasures (see “Treasure” below). Golden Sun Whenever the sun or its chain
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
quarters yields a black Bag of Holding tucked underneath the mattress. Inside the bag is a mundane silver chain bearing a sword-shaped pendant inlaid with black diamonds, worth 5,000 gp total. Also
inside is a magically preserved, leather-bound journal. The journal’s contents are written in a cipher. A character who spends at least 1 hour examining the text can make a successful DC 30 Intelligence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
functionally equivalent to leather, studded leather, or chain mail. Bronzewood can also be crafted into weapons, and Aereni warriors use spears or swords made from a single piece of bronzewood. Trinkets
whispers “Always” 4 A tiny skull carved from dark wood 5 A finger bone inscribed with an unknown sigil 6 An ivory flute which produces no sound 7 A small journal made from preserved leaves 8 A book of poetry written by undead elves
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
quarters yields a black Bag of Holding tucked underneath the mattress. Inside the bag is a mundane silver chain bearing a sword-shaped pendant inlaid with black diamonds, worth 5,000 gp total. Also
inside is a magically preserved, leather-bound journal. The journal’s contents are written in a cipher. A character who spends at least 1 hour examining the text can make a successful DC 30 Intelligence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
functionally equivalent to leather, studded leather, or chain mail. Bronzewood can also be crafted into weapons, and Aereni warriors use spears or swords made from a single piece of bronzewood. Trinkets
whispers “Always” 4 A tiny skull carved from dark wood 5 A finger bone inscribed with an unknown sigil 6 An ivory flute which produces no sound 7 A small journal made from preserved leaves 8 A book of poetry written by undead elves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(area K2) or lifted by an iron chain from the upper floor of the gatehouse (area K3). One bandit stands watch on the wall section just north of the gatehouse. If he spots the party approaching, he
gatehouse features doors that lead out to the tops of the walls to the north and to the east. Stairs lead down to the floor below. A chain mechanism in the northern half of the room positioned over the main
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(area K2) or lifted by an iron chain from the upper floor of the gatehouse (area K3). One bandit stands watch on the wall section just north of the gatehouse. If he spots the party approaching, he
gatehouse features doors that lead out to the tops of the walls to the north and to the east. Stairs lead down to the floor below. A chain mechanism in the northern half of the room positioned over the main
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who command the consuls. Fist of Bane
Medium humanoid (human), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0
16 (chain mail)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Wis +4
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who command the consuls. Fist of Bane
Medium humanoid (human), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
16 (+3)
DEX
11 (+0
16 (chain mail)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws Wis +4
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard from area 1 to aid him. Treasure. Under the pile of skins is a silver belt worth 250 gp. The giant wears a jeweled chain on his wrist (a 500 gp necklace), and one of the sacks holds 950 gp. 3
opportunity attacks and ganging up to kill quickly. 5. Ice Caverns In a chamber southeast of the wolves’ lair, the giants have preserved eight corpses of mutilated victims, standing them upright and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard from area 1 to aid him. Treasure. Under the pile of skins is a silver belt worth 250 gp. The giant wears a jeweled chain on his wrist (a 500 gp necklace), and one of the sacks holds 950 gp. 3
opportunity attacks and ganging up to kill quickly. 5. Ice Caverns In a chamber southeast of the wolves’ lair, the giants have preserved eight corpses of mutilated victims, standing them upright and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other than necrotic, poison, or psychic damage, there’s a 20 percent chance that a nearby crate explodes, setting off a chain reaction that engulfs the entire warehouse in flames. The initial explosion
as a spawn of their dark god. The cultists augment the spawn’s growth by incubating it in the fear and misery of the Styes. The Lantern Ghost murders were set up to amplify that fear. The cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other than necrotic, poison, or psychic damage, there’s a 20 percent chance that a nearby crate explodes, setting off a chain reaction that engulfs the entire warehouse in flames. The initial explosion
as a spawn of their dark god. The cultists augment the spawn’s growth by incubating it in the fear and misery of the Styes. The Lantern Ghost murders were set up to amplify that fear. The cultists
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
by mysterious magic on the Day of Mourning. The Mournland’s magic has preserved their bodies, which a character can determine by examining the corpses and succeeding on a DC 15 Intelligence (Arcana
lasts until the character moves away from the fluid. Treasure. A suit of chain mail, two shortswords, and a mace lie on the floor. All are twisted and malformed, as if they were affected by a roll of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
by mysterious magic on the Day of Mourning. The Mournland’s magic has preserved their bodies, which a character can determine by examining the corpses and succeeding on a DC 15 Intelligence (Arcana
lasts until the character moves away from the fluid. Treasure. A suit of chain mail, two shortswords, and a mace lie on the floor. All are twisted and malformed, as if they were affected by a roll of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
identifying who wrote a script of a magical nature. History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts
. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
identifying who wrote a script of a magical nature. History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts
. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
an ambush for intruders in that area. Investigating. A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. 33. Practice Range
attempts to warn the goblin warriors in area 39. Investigating. A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and worthless bits of clutter. 37. Trophy Room
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
an ambush for intruders in that area. Investigating. A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and other worthless bits of clutter. 33. Practice Range
attempts to warn the goblin warriors in area 39. Investigating. A search of the room turns up putrid jerky, vinegary wine in poorly preserved water skins, and worthless bits of clutter. 37. Trophy Room
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Components: V, S, M (a chain link)
Duration: Concentration, up to 1 minute
Barbed chains ending in meat hooks burst from the ground from a point you can see within range, flailing in a 20-foot
(a 1-ounce fresh or magically preserved portion of another creature’s brain)
Duration: 1 hour
You consume the brain of a dead creature, gaining access to its memories. The creature must have a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carved stone stands atop a 10-foot-square, 1-foot-high stone slab. Iron manacles are bolted to the chair’s armrests. Trapped in the chair is a stunned and weaponless male drow in a chain shirt. He is
features: Suspended in floor-to-ceiling crystal cylinders are four dead beholders preserved in embalming fluid. Magical lights illuminate the cylinders from within. Nine shallow alcoves have murals of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carved stone stands atop a 10-foot-square, 1-foot-high stone slab. Iron manacles are bolted to the chair’s armrests. Trapped in the chair is a stunned and weaponless male drow in a chain shirt. He is
features: Suspended in floor-to-ceiling crystal cylinders are four dead beholders preserved in embalming fluid. Magical lights illuminate the cylinders from within. Nine shallow alcoves have murals of






