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Returning 35 results for 'bad blood diffusing connect reason'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.
Howlers rely on speed, numbers, and their mind
around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Curse of Strahd
led her down a path of evil and deceit. For that reason, Kasimir wants to see the vampire destroyed so that his sister can be rescued from her eternal damnation.
Secrets of the Amber Temple. Patrina
Patrina to flesh and blood, whereupon he can travel to Castle Ravenloft and end his sister's torment. Kasimir has no inkling that Patrina is using him for exactly that purpose, and that her ultimate goal
Backgrounds
Sword Coast Adventurer's Guide
Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people
.
6
Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7
My favor, once lost, is lost forever.
8
If you do me an injury, I will crush you, ruin
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Backgrounds
Sword Coast Adventurer's Guide
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Orc
Legacy
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Species
Volo's Guide to Monsters
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
strangers with weapons dripping blood from recent combat would be one such reason). They won’t attack unless provoked, but they won’t let anyone go upstairs or into areas 1J and 1K without an excellent reason, either.
against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
strangers with weapons dripping blood from recent combat would be one such reason). They won’t attack unless provoked, but they won’t let anyone go upstairs or into areas 1J and 1K without an excellent reason, either.
against treachery by Pharblex and the bullywugs. Like guards elsewhere in the castle, those in this room assume that strangers are newly arrived cultists unless they have reason to think otherwise (seeing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.) The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.
before it. Those who lack the willingness to sacrifice themselves for a greater end (such as greedy treasure-seekers drawn to Undermountain for no other reason) are found guilty and executed. A mote of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Cyre, or do they have other ideas for the nation’s future? For example, when an Aundairan player character meets a group of Eldeen druids, it’s an opportunity to exploit the bad blood between
fight in the war, how and why did they remain on the sidelines? Did they oppose the war? Did they do something to avoid conscription, or was there a reason they were considered unsuitable for service
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
14. Terrace Garden During the day, six blood hawks circle the garden at a height of 60 feet. These aggressive, red-feathered birds prey on lizards and other small animals, and they gang up on a
character who explores the terraced garden alone. The blood hawks aren’t present at night. Waves crash against a rocky promontory, built atop which is a spectacular, multilevel garden, its terraces
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hill giant atop the Stone Bridge. (He is entombed within the Halls of the Hunting Axe.) Built to connect those parts of the dwarven realm of Besilmer on both the western and eastern banks of the Dessarin
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
from claws and teeth. Alchemists have found beneficial uses for dragon blood, but ill-advised experiments have also given rise to dragonblood oozes. The congealed blood of a dragon given mobility and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
teleportation circle connect with these circles, which are found in temples, academies, the headquarters of arcane organizations, and prominent civic locations. However, since every teleportation
the adventurers do if they arrive in a teleportation circle and find all the familiar wards disabled and guards lying in pools of blood? What if their arrival interrupts an argument between two feuding priests at the temple? Adventure ensues!
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
out the cult, they send a pack of three hell hounds after the party. The hounds need only get the scent of the characters through spilled blood or discarded items. This encounter can take place wherever
hounds. Thorsk Thelorn in Red Larch can connect the symbol to a mysterious gathering of druids in the Sumber Hills he heard about from a passing merchant and provide directions to Scarlet Moon Hall.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goddess, and many are the prayers that beg her for protection from illness and poison. Various rituals to placate her involve the use of three drops of blood or three tears — to be dropped into a well that
has gone bad, dripped into the handkerchief of someone beset by coughing, dropped into a fire made by burning a withered crop, dripped into the mouth of a plague sufferer, and so on. It’s common
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city. Who actually stole the Stone of Golorr? The answer: a rock gnome named
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Dragon Servitors Kobolds believe that they were created by Tiamat from the blood of dragons — a view supported by their reptilian (they would say draconic) appearance. In every kobold tribe, the
legend of the creatures’ origin is passed down from elder to hatchling, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them. As a race, orcs
stones, mushrooms, or any other kind of circle. Seeing a shooting star before a battle is bad luck. To ward it off, you must swallow a stone. A tribute of elf ears brings favor from Gruumsh. If you bury
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
The temple residents bring their refuse to this filthy chamber, including organic waste from
here with a bucket of waste to dispose of. The lizardfolk ignores the characters, expecting that anyone hanging out in the midden must have some good reason to do so.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
beings through unlawful means. Some people pray to Bhaal when they want to commit murder. A person might have good reason to resort to murder, such as when one is unable to redress some injustice
typically feature a skull or a severed head surrounded by drops of blood (often both from the murdered victim).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
War. Some members of a rival syndicate (such as Daask, House Tarkanan, or the Tyrants) hate you, probably for good reason. 3 The Press. Your group’s adventures make for great headlines. Your every move
they can to undercut you. 5 Vigilante. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood. 6 The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
all visitors away. The reason for this sudden shift in the myconids’ behavior is that a blight has spread through the caves and is poisoning the myconids, twisting their gardens, and even laying low
, visitors to Seagrow Caves must face one additional threat: the stirges that nest in the caves. These blood-sucking monsters aren’t much of a threat individually and don’t bother the bloodless myconids, but they can be deadly in large numbers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of a hand, amid stains of dried blood.
Distant Voices. Echoes of distant voices occasionally fill the room, emanating from 10-inch-long, 5-inch wide vents in the ceiling (see “Echoes” below
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in. A few drops of blood or ichor from a demon lord, to connect with the demons the ritual will call. Gromph Baenre’s grimoires and notes on his ritual, to assist in better understanding the power
empower and activate it. Then blood and battle such as this world has never seen. Any survivors among the demon lords will be sorely weakened, and should be far easier to destroy.
“All I need are the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
particular affinity for their own kind, which is the biggest reason why they seldom cooperate with one another unless they are forced to submit to a demon lord or other leader. Going even farther, every
lays claim to such an item can command the demon to do as they wish.
For this reason, demon lords hide their amulets away and trust no one, not even their followers, with knowledge of the location
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Mist Talismans: Arms marked with the Blood Falcon, bloody spear head, correspondence from Lekar, sample of zombie flesh The days of the living are numbered in Falkovnia. The people would flee if they
upon Lekar’s walls. The people might want to abandon their homes, but Vladeska Drakov will not know defeat. FALKOVNIAN CHARACTERS
Characters from Falkovnia have good reason to be in other domains
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
studying arcane mysteries that could never be unraveled in a single life. Like all Returned, though, they have difficulty remembering what they learn. For this reason, the rooms of their order’s
, crimson cypress called the Blood Tree. Color from the tree bleeds into the surrounding bog, making the swamp waters look like a charnel pit. Vicious and venomous swamp creatures are drawn to the Blood Tree and frequently drag prey into its foul midst. (VOLKAN BAGA)
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. The Lost God. In addition to the dragons they revere
reason, kobolds hate gnomes and pranks of any kind. Kurtulmak’s most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Kobold
Small humanoid (kobold
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
often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
tearing of flesh, and the cracking of bones spur a minotaur’s lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a
hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death. The Beast Within. Most minotaurs are solitary carnivores that roam labyrinthine dungeons






