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Returning 35 results for 'bad being diffusing changelings reside'.
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Changeling
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
races
Eberron: Forge of the Artificer
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of
their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set foot
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an
aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an
aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an
aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those who have never set
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
safest establishments in Lower Dura. Callestan, Lower Dura The Broken Mirror A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
safest establishments in Lower Dura. Callestan, Lower Dura The Broken Mirror A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
safest establishments in Lower Dura. Callestan, Lower Dura The Broken Mirror A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whole creature and still be hungry. If you’re bad, she’ll come in the night and carry you away. She’ll make a lantern of your skull and torment you until the end of time. And she’s the least
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whole creature and still be hungry. If you’re bad, she’ll come in the night and carry you away. She’ll make a lantern of your skull and torment you until the end of time. And she’s the least
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whole creature and still be hungry. If you’re bad, she’ll come in the night and carry you away. She’ll make a lantern of your skull and torment you until the end of time. And she’s the least
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to learn that this isn’t where Waterdeep’s rulers reside, nor
parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
above the city on a great bluff that extends out from the mountain, its towers soaring hundreds of feet into the sky. It surprises many to learn that this isn’t where Waterdeep’s rulers reside, nor
parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad






