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Returning 35 results for 'barriers belong diffusing constant readily'.
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Monsters
Planescape: Adventures in the Multiverse
sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of
electricity from each of its ten eyes, synchronizing them to deadly effect.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
constant watch over criminal activity in the city, no matter where it occurs Agency Location Depending on what levels of the City of Towers an inquisitive agency focuses on, its members might get
keeps a lower profile in Sharn than Tharashk’s Finders Guild. Only one notable agency readily accepts walk-in clients: the Watchful Eye, located in Redstone (in Upper Dura). This agency’s principal is
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
constant watch over criminal activity in the city, no matter where it occurs Agency Location Depending on what levels of the City of Towers an inquisitive agency focuses on, its members might get
keeps a lower profile in Sharn than Tharashk’s Finders Guild. Only one notable agency readily accepts walk-in clients: the Watchful Eye, located in Redstone (in Upper Dura). This agency’s principal is
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
constant watch over criminal activity in the city, no matter where it occurs Agency Location Depending on what levels of the City of Towers an inquisitive agency focuses on, its members might get
keeps a lower profile in Sharn than Tharashk’s Finders Guild. Only one notable agency readily accepts walk-in clients: the Watchful Eye, located in Redstone (in Upper Dura). This agency’s principal is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Goblin
Legacy
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Species
Volo's Guide to Monsters
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Grand Masquerade The horror of the Grand Masquerade focuses on the fear of discovery—being forced to interact with people in a setting where you don’t belong, and where the consequence of
, acquiring a costume, navigating social niceties, and dancing. Random complications can arise at any point during the ball, heightening the constant risk of unmasking. Invitations and Costumes An
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Grand Masquerade The horror of the Grand Masquerade focuses on the fear of discovery—being forced to interact with people in a setting where you don’t belong, and where the consequence of
, acquiring a costume, navigating social niceties, and dancing. Random complications can arise at any point during the ball, heightening the constant risk of unmasking. Invitations and Costumes An
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Grand Masquerade The horror of the Grand Masquerade focuses on the fear of discovery—being forced to interact with people in a setting where you don’t belong, and where the consequence of
, acquiring a costume, navigating social niceties, and dancing. Random complications can arise at any point during the ball, heightening the constant risk of unmasking. Invitations and Costumes An
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Fighter The best thing about blood money is that it spends just as readily as any other kind of money. Some fight to slake bloodlust. Others fight for the thrill of besting an enemy. Some fight for a
some rival skulls, that’s just the way of war. And if those skulls sometimes turn out to belong to people on your own side of the ledger, well, that’s just business. You are anything but reckless
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
, Kythri is a morphic realm in constant flux. Lamannia: The Twilight Forest. While it is called a “Forest”, Lamannia embodies primordial nature, and contains every possible natural environment. It is
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
, Kythri is a morphic realm in constant flux. Lamannia: The Twilight Forest. While it is called a “Forest”, Lamannia embodies primordial nature, and contains every possible natural environment. It is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Fighter The best thing about blood money is that it spends just as readily as any other kind of money. Some fight to slake bloodlust. Others fight for the thrill of besting an enemy. Some fight for a
some rival skulls, that’s just the way of war. And if those skulls sometimes turn out to belong to people on your own side of the ledger, well, that’s just business. You are anything but reckless
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Fighter The best thing about blood money is that it spends just as readily as any other kind of money. Some fight to slake bloodlust. Others fight for the thrill of besting an enemy. Some fight for a
some rival skulls, that’s just the way of war. And if those skulls sometimes turn out to belong to people on your own side of the ledger, well, that’s just business. You are anything but reckless
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
, Kythri is a morphic realm in constant flux. Lamannia: The Twilight Forest. While it is called a “Forest”, Lamannia embodies primordial nature, and contains every possible natural environment. It is
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Attack of the Phaerimm Adventure for Level 3 Characters SAMUEL PERIN Phaerimm attacks on Conch were brutal and unanticipated,
leading to a constant state of fear and chaos in the city Situation. A
days to experiment, and encourages the characters to explore the city. Tyvern readily provides the details about Conch found in chapter 1. If Tyvern isn’t present, a character proficient in Arcana can
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Attack of the Phaerimm Adventure for Level 3 Characters SAMUEL PERIN Phaerimm attacks on Conch were brutal and unanticipated,
leading to a constant state of fear and chaos in the city Situation. A
days to experiment, and encourages the characters to explore the city. Tyvern readily provides the details about Conch found in chapter 1. If Tyvern isn’t present, a character proficient in Arcana can
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Attack of the Phaerimm Adventure for Level 3 Characters SAMUEL PERIN Phaerimm attacks on Conch were brutal and unanticipated,
leading to a constant state of fear and chaos in the city Situation. A
days to experiment, and encourages the characters to explore the city. Tyvern readily provides the details about Conch found in chapter 1. If Tyvern isn’t present, a character proficient in Arcana can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
character might belong to one of these groups or another ideological faction, perhaps one of your own creation. The primary factions of Sigil, which are further detailed in chapter 2, adhere to the
faction to another—the only constant in the City of Doors is the Lady of Pain herself. If you’d like to create and be part of your own faction, ask your DM about doing just that.
Your faction should
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
character might belong to one of these groups or another ideological faction, perhaps one of your own creation. The primary factions of Sigil, which are further detailed in chapter 2, adhere to the
faction to another—the only constant in the City of Doors is the Lady of Pain herself. If you’d like to create and be part of your own faction, ask your DM about doing just that.
Your faction should
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
character might belong to one of these groups or another ideological faction, perhaps one of your own creation. The primary factions of Sigil, which are further detailed in chapter 2, adhere to the
faction to another—the only constant in the City of Doors is the Lady of Pain herself. If you’d like to create and be part of your own faction, ask your DM about doing just that.
Your faction should
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when
for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DM’s discretion, you might also have a renown score in a guild you don’t belong
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when
for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DM’s discretion, you might also have a renown score in a guild you don’t belong
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when
for a total number of days equal to your current renown score multiplied by 10, your renown score increases by 1. At your DM’s discretion, you might also have a renown score in a guild you don’t belong
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties
outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth.
Wait and Watch The characters might choose to observe
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties
outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth.
Wait and Watch The characters might choose to observe
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
came down it within the last day and headed into the forest. The trail joins older tracks in the woods and becomes indistinguishable after about half a mile. These tracks belong to orc foraging parties
outside the stronghold to recuperate after difficult battles. The party can readily find defensible campsites in the forest near the Stone Tooth.
Wait and Watch The characters might choose to observe
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
scarred by ulcers and sores; the energy channeled into it sometimes erupts spontaneously and rots away its flesh. The kraken understands from Sgothgah’s constant whispering that it has a great
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
scarred by ulcers and sores; the energy channeled into it sometimes erupts spontaneously and rots away its flesh. The kraken understands from Sgothgah’s constant whispering that it has a great
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
scarred by ulcers and sores; the energy channeled into it sometimes erupts spontaneously and rots away its flesh. The kraken understands from Sgothgah’s constant whispering that it has a great






