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                        Returning 35 results for 'score spanning adventurers'.
                    
                
                        
                            
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                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     see.Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was
                                                
                                            
                                                
                                                     essence roils with the promise of breath weapons and spells of destruction.
Adventurers who explore the passages beneath Candlekeep might encounter Miirym, whoâs more interested in news of
                                                
                                            
                                        
                                                    Ability Scores
                                                    
    
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                                                     Rules
                                                    
                                                    
                                                
                                            
                                                     training and competence in activities related to that ability. 
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18
                                                
                                            
                                                
                                                    Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
                                                
                                            
                                                
                                                     roll is equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
                                                
                                            
                                                
                                                     roll is equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
                                                
                                            
                                                
                                                     equal to or lower than the weaponâs Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
                                                
                                            
                                                
                                                     seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only
                                                
                                            
                                        
                                                     Species
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     world.
THAT-WHICH-ENDURES
That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all
                                                
                                            
                                                
                                                    
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the playerâs determination. A boost to Strength might be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
                                                
                                            
                                                
                                                     ft.
     Ability Score Mod Save 
    Str  14  +2  +2 
  Dex  10  +0  +0 
  Con  12  +1  +1 
      Ability Score Mod Save 
    Int  10  +0  +0 
  Wis  11  +0  +0 
  Cha  10  +0  +0
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Dread in Darkon While the Shroud poses a domain-spanning threat, other dooms threaten adventurers in Darkon. Consider the grim omens and lurking terrors on the Dread in Darkon table as recurring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     encompasses a creatureâs training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
                                                
                                            
                                                
                                                     most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Stress Charging headlong into terrifying situations is the stock in trade for adventurers. Among the Domains of Dread, though, periods of respite between harrowing experiences can be rare. Even the
                                                
                                            
                                                
                                                     hardiest adventurers find themselves worn down over time, their performance suffering as they struggle to cope with the dread and despair. Various circumstances might cause a character stress. Stress
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Ability Score Increases The Ability Score Increase trait in a race reflects an archetypal bit of excellence in the adventurers of this kind in D&Dâs past. For example, if youâre a dwarf, your
                                                
                                            
                                                
                                                     Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesnât apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     encompasses a creature's training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in
                                                
                                            
                                                
                                                     most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particularâthe gnome inventor Viâhas run a multiverse-spanning business
                                                
                                            
                                                
                                                    , perhaps, by the tinker gnomes of Krynn.
 Quick Build You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Viâs home world, Eberron, magic is harnessed as a form of science
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     up a number of near-miss encounters. At times, the adventurers might have believed they had shaken off their pursuers for good, only to have the drow show up unexpectedly. The charactersâ departure
                                                
                                            
                                                
                                                     from the Underdark offers the final opportunity for them to confront their pursuers and settle the score. The possibility that her prey might escape drives Ilvara onward. In turn, she relentlessly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Adventures in Richemulot Adventurers might be accustomed to defeating foes using sword and spell, but such weapons hold little power against a nation-spanning plague. The characters might even be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    1. Entrance Tunnel The worm tunnel the adventurers are traveling through opens up atop a steep slope leading 15 feet down into the open cavern. The slope is difficult terrain. As long as the
                                                
                                            
                                                
                                                     adventurers arenât calling attention to themselves, they can remain undetected here indefinitely. The troglodytes are too distracted by their standoff to notice them. Rubble is piled up along the walls on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes â perhaps a character dies or leaves the group â adjust
                                                
                                            
                                                
                                                     death for them. Loyalty can be roleplayed or represented by this rule. Loyalty Score An NPCâs loyalty is measured on a numerical scale from 0 to 20. The NPCâs maximum loyalty score is equal to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Korranberg Chronicle!
 Various immortal beings exert their will upon the people and nations of Eberron. Many are villainous forces that adventurers might find themselves resisting, such as the fiends
                                                
                                            
                                                
                                                     of the Lords of Dust or the Quori and the Dreaming Dark. Even those without evil motives are often inscrutableâthe agendas of immortal beings spanning millennia. What role you might play in an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube
                                                
                                            
                                                
                                                     other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Giant Fire Beetle Big Bright Bug A giant fire beetle takes its name from its pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetleâs glands
                                                
                                            
                                                
                                                     continue to shed light for 1d6 days after the beetle dies. Giant Fire Beetle Small Beast, Unaligned
 AC 13 Initiative +0 (10)
 HP 4 (1d6 + 1)
 Speed 30 ft., Climb 30 ft.
     Ability Score Mod
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube
                                                
                                            
                                                
                                                     other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Ancient Brass Dragon Ancient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally
                                                
                                            
                                                
                                                     Ancient Brass Dragon Gargantuan Dragon (Metallic), Chaotic Good
 AC 20 Initiative +12 (22)
 HP 332 (19d20 + 133)
 Speed 40 ft., Burrow 40 ft., Fly 80 ft.
     Ability Score Mod Save 
    Str  27
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Score. An NPCâs loyalty is measured on a numerical scale from 0 to 20. The NPCâs maximum Loyalty Score is equal to the highest Charisma score among all adventurers in the party, and its starting Loyalty
                                                
                                            
                                                
                                                    NPCs as Party Members NPCs might join the adventuring party because they want a share of the loot and are willing to accept an equal share of the risk, or they might follow the adventurers because of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     worlds and planes of existence, creating extraplanar alliances or combating multiplanar threats. They might have guises in multiple societies and forge generation-spanning friendships with heroic
                                                
                                            
                                                
                                                    )
 HP 468 (24d20 + 216)
 Speed 40 ft., Fly 80 ft.
     Ability Score Mod Save 
    Str  30  +10  +10 
  Dex  10  +0  +7 
  Con  29  +9  +9 
      Ability Score Mod Save 
    Int  18  +4  +4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , ultroloths use their eerie eyes and innate magic to hypnotize or charm targets. Ultroloths strive to achieve planes-spanning plots. Roll on or choose a result from the Ultroloth Conspiracies table to
                                                
                                            
                                                
                                                     a foeâs homeland.  Ultroloth Medium Fiend (Yugoloth), Neutral Evil
 AC 19 Initiative +8 (18)
 HP 221 (26d8 + 104)
 Speed 30 ft., Fly 60 ft. (hover)
    Ability Score Mod Save   Str 19 +4 +4 Dex 16
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief
                                                
                                            
                                                
                                                     from solitude that they offer? Quick Build You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who focus on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     solutions to planes-spanning calamities or multiversal perils and oppose the evil of mighty chromatic dragons Matt Stewart  An ancient bronze dragon uses its repulsion breath to 
protect a community from
                                                
                                            
                                                
                                                     rampaging Water elementals Ancient Bronze Dragon Gargantuan Dragon (Metallic), Lawful Good
 AC 22 Initiative +14 (24)
 HP 444 (24d20 + 192)
 Speed 40 ft., Fly 80 ft., Swim 40 ft.
     Ability Score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     characters choose to follow up on clues leading there (see the âMarch to Nowhereâ and âMaze Engineâ sections for details). The adventurers will also find a few unexpected opportunities to aid in the fight
                                                
                                            
                                                
                                                     staircases along their walls, or weathered bridges spanning their gaps. Characters in the Labyrinth can easily become lost. Traveling through this area follows the rules under âNavigatingâ in chapter 2, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     to Ezra, an aloof god who embodies the Mists (as detailed at the start of this chapter). With no domain-spanning organization, the church serves largely as a formalization of local superstitions
                                                
                                            
                                                
                                                    . The priests spread their teachings, forming shadowy cults that draw adventurers into their schemes. These villains are further detailed in chapter 5. Ulmist Inquisition The three branches of the
                                                
                                            
                                        






