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Returning 35 results for 'bears before deneith concept rather'.
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Water Weird
Legacy
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Monsters
Monster Manual (2014)
those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.
Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil
interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed
Monsters
Mordenkainen's Fiendish Folio Volume 1
tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death.
Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained
khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive
Equipment
This poison bears a distinct scent and chemical message from Ivana Boritsi. A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or experience the effects of a dream
spell created by Ivana the next time they sleep. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of
Monsters
Icewind Dale: Rime of the Frostmaiden
overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass
. Nass’s personal sigil is inscribed on the spine, which also bears the title Lantomir’s Traveling Libram. The tome contains the following spells: clairvoyance, cloud of daggers, counterspell
Firbolg
Legacy
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Species
Volo's Guide to Monsters
the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
Hidden
Shepherds
As caretakers of the land, firbolgs prefer to remain out of sight and out of mind. They don’t try to dominate nature, but rather seek to ensure that it prospers and survives according to its
Goliath
Legacy
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Species
Elemental Evil Player's Companion
the goliath concept of fair play.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips
away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cleric is an ordained servant of a particular god and chooses a Divine Domain associated with that deity. The cleric’s magic flows from the god or the god’s sacred realm, and often the cleric bears a
holy symbol that represents that divinity.
Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single deity. In certain campaigns, a cleric might instead serve a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
names, that’s fine. If the group would rather take the characters and their names a little more seriously, urge Bob’s player to come up with a more appropriate name. Player character names should match
each other in flavor or concept, and they should also match the flavor of your campaign world — so should the nonplayer characters’ names and place names you create. Travok and Kairon don’t want to undertake a quest for Lord Cupcake, visit Gumdrop Island, or take down a crazy wizard named Ray.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Symbol The primary symbol of the faith is the zaelshin, an amulet that bears the seal of your patron ancestor and worn either as a brooch or embedded in the forehead of a helmet. A devotee of the
faith typically wears a veil—the zaelta, or “spirit mask”—over their lower face while in battle or performing rituals, so an opponent sees the zaelshin rather than the living elf. The zaelshin is the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pity for adults who can’t take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play. A permanently injured goliath is still expected to
themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age. Few folk
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Letters of Recommendation A benefactor might provide adventurers with a letter of recommendation rather than payment. Such a letter is usually enclosed in a handsome folio, case, or scroll tube for
safe transport, and it usually bears the signature and seal of whoever wrote it. A letter of recommendation from a person of impeccable reputation can grant adventurers access to NPCs whom they would
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Shard of the Accursed An Adventure for 8th-Level Characters A mysterious shard made of obsidian places a curse on everyone who bears it. When the shard comes into the characters’ possession, they
’ intrusion. This adventure isn’t a typical heist; rather, it’s a reverse heist. Instead of retrieving a valuable item, the characters are tasked with returning one to its proper place. An unearthed tomb holds the key to saving a
nearby town, as adventurers are about to discover
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
poses a threat that spreads beyond their jurisdiction. Sentinel Marshals. The Sentinel Marshals are a multinational force administered by House Deneith and authorized to enforce the law across
inquisitives are often called upon to solve mysteries that baffle local law enforcement. Running Your Own. Rather than join an existing inquisitive agency, you can start your own. You need to establish
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the opportunity presents itself, kobolds would rather not try to enslave or hire any intelligent creatures because they can’t trust such creatures to not turn on them. Kobolds are good, however, at
space in which to move and are found only in lairs that feature large caves or close access to the surface world. Kobolds are cautious and fearful of bears, since bears often seek to live in caves and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the ordning in some mythic future. Giants on some worlds (including Eberron) have no concept of the ordning at all. Such giants might think of themselves as a single species, with the differences
among giant kinds reflecting a cultural or geographical distinction rather than an inherent one. They might live in bands composed of multiple giant kinds or family groups of a single kind. Or giants of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
taking part in a play session. A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure’s projected playing time, rather than the
designed to take 2 hours, the character reaches 3 checkpoints. Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers: Blademarks Guild. House Deneith manages mercenary activities across Khorvaire through its Blademarks Guild, with house members serving as officers, trainers, and strategists. The rank-and-file
contain members of races other than elves and perhaps half-elves, but such a band could make an interesting military party. Running Your Own. Rather than join an existing force, you might choose to form
Kobold
Legacy
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
divination (to find raw materials and foresee threats to the tribe).
The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Anvilwrought You were forged in the fires of Purphoros’s forge. Your appearance bears a metallic sheen and visible joints. The Anvilwrought Characteristics table suggests details of your life or
Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The following example combines an inhaled poison and the dream spell, creating a tool Ivana uses to manipulate her agents. Ivana’s Whisper (Inhaled). This poison bears a distinct scent and chemical
. This poison is nonmagical, and Ivana doesn’t directly communicate with those affected during the dream. Rather, she creates the illusion of speaking with her intended target by alchemically crafting
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, attracting profit-seekers, adventurers, and other more respectable types. Upon Cozar’s death, the rule of Bral passed to Frun, his son and heir. Frun was far from an able politician. Rather, he was a hedonist
only notable accomplishments were the renovation of the royal palace and the construction of the arena that bears his name. Frun was succeeded by his son, Calar, whose bearing and tastes resembled
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site
, becoming neutral good or neutral evil. A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures rather than saving them for distant climactic plots. Darklords Don’t Realize They’re Darklords. With a few exceptions, Darklords don’t realize they occupy a special place in the world. Their
concept of how long they’ve lived, how many times they’ve died, or why they returned to life. Should a Darklord fall, the temporary defeat lasts until they’re restored by the Dark Powers. In their
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
yuan-ti content themselves with maintaining these ancient places rather than building new ones for their needs. Although these sites are hundreds or even thousands of years old, they don’t look or feel
reflects human ideas about art and beauty. Over time this perspective was skewed toward the concept that the snake is the perfect form, so serpents are a common theme in their aesthetic. The major
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Outer Door and Foyer The tower entrance is on the eastern side of the stalagmite and offers the only access to Ezzat’s lair. Outer Door Bas-Relief. The outward-facing side of the door bears a bas
is his residence. Far removed from their resting places, they have nowhere to go if their physical forms are destroyed. A drow vampire reduced to 72 hit points or fewer attempts to flee rather than
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
Animals like bats, bears, deer, or goats. 3 A climber clinging to a stalactite. 4 Itself using a large mirror or shiny surface. 5 A mimic disguised as a chest full of treasure. 6 A monster such as an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved with images of snarling bears with long, sharp claws.
The shrine to the trickster god Obo’laka (represented by a zorbo) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods
. 19A. Shrine Entrance A plaque above the shrine’s entrance bears the following message in Old Omuan: “Obo’laka teaches us to tread warily and stay in the light.” This message sheds light on how to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
you receive a cancer diagnosis or a similar health news, you probably appreciate that concept a little more than other people. Watching someone you love waste away is a terrible thing. You want a
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
hard to keep a campaign going. Enter the concept of the shared campaign. In a shared campaign, more than one member of the group can take on the role of DM. A shared campaign is episodic rather than
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, paladins might not swear their oaths to ideals, but instead swear fealty to powerful sorcerers. To capture this story concept, you could build a new paladin spell list with spells meant to protect
opportunity to develop the character’s story and that of your world, rather than shutting down possibilities. Substituting Class Features If one or more features of a given class don’t exactly fit the theme
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
laws that bears his name.
Given the circumstances of Kaius III’s ascension, it’s hardly surprising that the new king would face challenges from the proud warlords of Karrnath. Some questioned his
from the deathly Mournland. Karrlakton is the birthplace of kings (both Karrn the Conqueror and Galifar I were born here) and is the center of power for House Deneith. The house’s headquarters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
being watched. 23–24 A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards. 25–26 Three hobgoblin mercenaries from House Deneith
unremarkable farmers are transporting a strange device that bears Draconic runes. 93–94 A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings. 95–96 An
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
call themselves “children of Uthgar.” Though the Uthgardt each belong to a given tribe, these are markers of identity, rather than coherent populations. In my experience, it is rare outside of
reclaimed their ancestral mound at Stone Stand, just south of the Moon Pass and north of the forest. The Blue Bears have reoccupied much of their old territory in the time since they returned to prominence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
encounters easier. It also bears remembering that the villains are meant to be thwarted, not killed, and they are rarely spoiling for a fight. Adventurers who get in over their heads can be knocked
unconscious rather than killed. Such characters might awaken in an alley, a sewer tunnel, or a prison cell, with or without their gear. Conversely, they might awaken safe and sound with all their gear in a private residence, being cared for by friendly NPCs who took them in.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
his offer. The Flaming Fist is empowered to draft adventurers in times of emergency. He can execute them on the spot for refusing to help, though he would rather they accept. He gives each character a
copper badge that bears the Flaming Fist’s coat of arms. These badges give the characters license to act in Zodge’s name. Read the following boxed text aloud when the characters are ready to hear more






