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Returning 35 results for 'barely because diffusing concerns region'.
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bare because diffusing concerned religion
barely because diffusing concerned religion
bare because diffusing concerned regions
barely because diffusing concerned regions
bare because diffusing concerns religion
Monsters
Forgotten Realms: Adventures in Faerûn
action again until the start of its next turn.Ancient spirit dragons have outgrown the petty concerns of the current age. After centuries of studying the culture and beliefs of an ancient empire, a
art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon
Monsters
Bigby Presents: Glory of the Giants
ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.
Cinder hulks live in isolated enclaves in fiery
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Planescape: Adventures in the Multiverse
harness the power of time to manipulate the past, present, and future. Time dragon wyrmling;Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master
attack can target both the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding an ancient or adult time dragon’s lair is altered by
Monsters
Planescape: Adventures in the Multiverse
have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time
moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding an ancient or adult time
Monsters
Fizban's Treasury of Dragons
mediate disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon
can target both of the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region surrounding a legendary amethyst dragon’s lair is altered by the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Town of Oztocan Perched on a flat between two large mountains, the town of Oztocan is surrounded by deep canyons. The town shares the warm and dry climate of the region, which has sparse vegetation
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Town of Oztocan Perched on a flat between two large mountains, the town of Oztocan is surrounded by deep canyons. The town shares the warm and dry climate of the region, which has sparse vegetation
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
Monsters
Fizban's Treasury of Dragons
)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers
which version of itself is moving or acting. If an effect or attack can target both of the dragon’s spaces at the same time, the dragon is affected only once.
Regional Effects
The region
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Town of Oztocan Perched on a flat between two large mountains, the town of Oztocan is surrounded by deep canyons. The town shares the warm and dry climate of the region, which has sparse vegetation
and rivers that run dry most of the year. Magic radiating from Xeluan’s tomb protects the town and the surrounding region from monster attacks and destructive natural occurrences, but the wards have
Monsters
Fizban's Treasury of Dragons
never be the answer in a multiverse of infinite possibilities. (Neutral)
3
Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders
succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.
Regional Effects
The region surrounding a legendary moonstone dragon
Monsters
Fizban's Treasury of Dragons
"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any
"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.
Regional Effects
The region containing a dragon
Monsters
Fizban's Treasury of Dragons
Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)
3
Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and
round.
Regional Effects
The region surrounding a legendary moonstone dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Dream Communication
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
remains safe. The Zhentarim are anxious to restore the normal flow of commerce in the region, getting caravans moving on the Long Road. They also have concerns at the Bargewright Inn.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
An Important Detail Calder Moore The Mount Ironrot region is a wasteland scattered with broken war machines Before the characters leave Sigil for Mount Ironrot, the Wizards Three share their
concerns that this rod piece will be particularly challenging to find since the Mournland is difficult to navigate. The wizards suspect that the rod piece is hidden in one of the dozens of ruined colossi
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
remains safe. The Zhentarim are anxious to restore the normal flow of commerce in the region, getting caravans moving on the Long Road. They also have concerns at the Bargewright Inn.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
An Important Detail Calder Moore The Mount Ironrot region is a wasteland scattered with broken war machines Before the characters leave Sigil for Mount Ironrot, the Wizards Three share their
concerns that this rod piece will be particularly challenging to find since the Mournland is difficult to navigate. The wizards suspect that the rod piece is hidden in one of the dozens of ruined colossi
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
An Important Detail Calder Moore The Mount Ironrot region is a wasteland scattered with broken war machines Before the characters leave Sigil for Mount Ironrot, the Wizards Three share their
concerns that this rod piece will be particularly challenging to find since the Mournland is difficult to navigate. The wizards suspect that the rod piece is hidden in one of the dozens of ruined colossi
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
remains safe. The Zhentarim are anxious to restore the normal flow of commerce in the region, getting caravans moving on the Long Road. They also have concerns at the Bargewright Inn.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure Lost to time and sand, Cynidicea is barely a memory to the lands where it once prospered. When deciding where to place Cynidicea, consider the following suggestions: Dragonlance
Anauroch on the continent of Faerûn. Mystara. On the Known World, the kingdom of Cynidicea could have occupied an isolated region of the Alasiyian Desert.
About the Original
Published in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure Lost to time and sand, Cynidicea is barely a memory to the lands where it once prospered. When deciding where to place Cynidicea, consider the following suggestions: Dragonlance
Anauroch on the continent of Faerûn. Mystara. On the Known World, the kingdom of Cynidicea could have occupied an isolated region of the Alasiyian Desert.
About the Original
Published in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure Lost to time and sand, Cynidicea is barely a memory to the lands where it once prospered. When deciding where to place Cynidicea, consider the following suggestions: Dragonlance
Anauroch on the continent of Faerûn. Mystara. On the Known World, the kingdom of Cynidicea could have occupied an isolated region of the Alasiyian Desert.
About the Original
Published in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley, the setting for this adventure (and many others, if you wish). The Dessarin River, one of the mighty waterways of the North, runs through a barely settled frontier region a few days
’ travel from the great city of Waterdeep. A handful of small towns and outposts are scattered through the region, linked to more populous lands by ancient roads and the broad river. The heart of this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley, the setting for this adventure (and many others, if you wish). The Dessarin River, one of the mighty waterways of the North, runs through a barely settled frontier region a few days
’ travel from the great city of Waterdeep. A handful of small towns and outposts are scattered through the region, linked to more populous lands by ancient roads and the broad river. The heart of this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin Valley, the setting for this adventure (and many others, if you wish). The Dessarin River, one of the mighty waterways of the North, runs through a barely settled frontier region a few days
’ travel from the great city of Waterdeep. A handful of small towns and outposts are scattered through the region, linked to more populous lands by ancient roads and the broad river. The heart of this
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region. The outermost regions are largely the domains of
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region. The outermost regions are largely the domains of
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great
Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
than the border regions are. Such regions are little known, so when discussing the Plane of Fire, for example, a speaker usually means the border region. The outermost regions are largely the domains of
elemental spirits barely recognizable as creatures. The creatures usually called elementals dwell here, including the Elemental Princes of Evil (primordial beings of pure elemental fury) and elemental






