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Returning 31 results for 'been being diffusing creatures risking'.
Monsters
Bigby Presents: Glory of the Giants
treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in
, preferring to play for power and favors from creatures who possess great magic. Tales passed through cloud giant generations tell of a giant who outwitted a celestial being to win a feather imbued with
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, creatures cling to life within an oppressive gloom. The magic of each land also influences its inhabitants, imparting aspects either playful or grim to creatures’ appearances, personalities, and even
memories. Those who hail from the realm of Lorwyn-Shadowmoor traverse it only at their own peril, risking the collapse of their own selves when they enter the opposing land. Great adventure can still
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, creatures cling to life within an oppressive gloom. The magic of each land also influences its inhabitants, imparting aspects either playful or grim to creatures’ appearances, personalities, and even
memories. Those who hail from the realm of Lorwyn-Shadowmoor traverse it only at their own peril, risking the collapse of their own selves when they enter the opposing land. Great adventure can still
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
, creatures cling to life within an oppressive gloom. The magic of each land also influences its inhabitants, imparting aspects either playful or grim to creatures’ appearances, personalities, and even
memories. Those who hail from the realm of Lorwyn-Shadowmoor traverse it only at their own peril, risking the collapse of their own selves when they enter the opposing land. Great adventure can still
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is a sweet, purple sludge flowing through shallow troughs from which grells sup. Cautious of risking the wrath of an unknown number of grells deprived of their gastronomic satisfaction, the mind
creatures with dangling tentacles feed from the troughs. A dark circle in the ceiling is wrinkled like scarred skin.
When the characters arrive, three grells are feeding from the troughs. Grells without
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is a sweet, purple sludge flowing through shallow troughs from which grells sup. Cautious of risking the wrath of an unknown number of grells deprived of their gastronomic satisfaction, the mind
creatures with dangling tentacles feed from the troughs. A dark circle in the ceiling is wrinkled like scarred skin.
When the characters arrive, three grells are feeding from the troughs. Grells without
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is a sweet, purple sludge flowing through shallow troughs from which grells sup. Cautious of risking the wrath of an unknown number of grells deprived of their gastronomic satisfaction, the mind
creatures with dangling tentacles feed from the troughs. A dark circle in the ceiling is wrinkled like scarred skin.
When the characters arrive, three grells are feeding from the troughs. Grells without
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
influenced by the magic of Acheron, creating one or more of the following effects in and around the gate-town: Pulling Rank. Creatures in Rigus have advantage on Charisma (Intimidation) checks made to
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
influenced by the magic of Acheron, creating one or more of the following effects in and around the gate-town: Pulling Rank. Creatures in Rigus have advantage on Charisma (Intimidation) checks made to
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
influenced by the magic of Acheron, creating one or more of the following effects in and around the gate-town: Pulling Rank. Creatures in Rigus have advantage on Charisma (Intimidation) checks made to
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Cloud Giant Destiny Gambler Cloud giants rise in the ordning by amassing valuable and beautiful treasures—often by gambling. While many cloud giants are content with risking their wealth in games
Winnings
Destiny gamblers aren’t content with winning mere treasures, preferring to play for power and favors from creatures who possess great magic. Tales passed through cloud giant generations tell
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
temperament and stature than the other two.
On the world of Athas in the Dark Sun setting, halflings are feral creatures, prone to devouring the flesh of humans and elves. Small, furtive and sun-bronzed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
temperament and stature than the other two.
On the world of Athas in the Dark Sun setting, halflings are feral creatures, prone to devouring the flesh of humans and elves. Small, furtive and sun-bronzed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into the world involves risking one’s life or claiming great riches. An adventure for a halfling could mean traveling with a caravan, sneaking on board a tall ship, serving as a messenger for a lord, or
temperament and stature than the other two.
On the world of Athas in the Dark Sun setting, halflings are feral creatures, prone to devouring the flesh of humans and elves. Small, furtive and sun-bronzed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Cloud Giant Destiny Gambler Cloud giants rise in the ordning by amassing valuable and beautiful treasures—often by gambling. While many cloud giants are content with risking their wealth in games
Winnings
Destiny gamblers aren’t content with winning mere treasures, preferring to play for power and favors from creatures who possess great magic. Tales passed through cloud giant generations tell
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Cloud Giant Destiny Gambler Cloud giants rise in the ordning by amassing valuable and beautiful treasures—often by gambling. While many cloud giants are content with risking their wealth in games
Winnings
Destiny gamblers aren’t content with winning mere treasures, preferring to play for power and favors from creatures who possess great magic. Tales passed through cloud giant generations tell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
around me — entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings. 6 I have always felt disgust for creatures of unnatural
descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature. 4 I joined the army and learned how to fight as part of a group. 5 I grew up
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
around me — entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings. 6 I have always felt disgust for creatures of unnatural
descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature. 4 I joined the army and learned how to fight as part of a group. 5 I grew up
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
around me — entities no one else could perceive. I sought out the druids to help me understand the visions and communicate with these beings. 6 I have always felt disgust for creatures of unnatural
descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature. 4 I joined the army and learned how to fight as part of a group. 5 I grew up
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Ice Cave This bone-strewn cave is the den of two adult winter wolves and their three half-grown pups (use the dire wolf statistics). If the young are harmed, the parents fight recklessly, risking
, pottery shards, and the like. 12. Lower Bone Cave This place has many bones and skulls littering it and serves as the lair of five giant ice toads (see appendix B). These creatures feed on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Ice Cave This bone-strewn cave is the den of two adult winter wolves and their three half-grown pups (use the dire wolf statistics). If the young are harmed, the parents fight recklessly, risking
, pottery shards, and the like. 12. Lower Bone Cave This place has many bones and skulls littering it and serves as the lair of five giant ice toads (see appendix B). These creatures feed on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Ice Cave This bone-strewn cave is the den of two adult winter wolves and their three half-grown pups (use the dire wolf statistics). If the young are harmed, the parents fight recklessly, risking
, pottery shards, and the like. 12. Lower Bone Cave This place has many bones and skulls littering it and serves as the lair of five giant ice toads (see appendix B). These creatures feed on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the well. The will-o’-wisps are the spirits of creatures who owned the trinkets in life. If a character tries to take one or more of the trinkets, the will-o’-wisps turn visible, accuse the
make their way through the swamp. Every mile, the inn stops for 10 minutes and lowers itself so that guests can enter or exit without risking injury. The inn follows an unpredictable course through the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the well. The will-o’-wisps are the spirits of creatures who owned the trinkets in life. If a character tries to take one or more of the trinkets, the will-o’-wisps turn visible, accuse the
make their way through the swamp. Every mile, the inn stops for 10 minutes and lowers itself so that guests can enter or exit without risking injury. The inn follows an unpredictable course through the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the well. The will-o’-wisps are the spirits of creatures who owned the trinkets in life. If a character tries to take one or more of the trinkets, the will-o’-wisps turn visible, accuse the
make their way through the swamp. Every mile, the inn stops for 10 minutes and lowers itself so that guests can enter or exit without risking injury. The inn follows an unpredictable course through the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
screams of creatures mad from torment.
The tormented screams actually come from four kenku lurking inside the gatehouse (area A2). A2. Gatehouse A squat stone gatehouse stands at the entrance to
pattern to provide cover for dwarf defenders while slowing their foes’ progress. Each corner on either side of the gatehouse holds two arrow slits, allowing creatures inside the gatehouse structure to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
screams of creatures mad from torment.
The tormented screams actually come from four kenku lurking inside the gatehouse (area A2). A2. Gatehouse A squat stone gatehouse stands at the entrance to
pattern to provide cover for dwarf defenders while slowing their foes’ progress. Each corner on either side of the gatehouse holds two arrow slits, allowing creatures inside the gatehouse structure to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
screams of creatures mad from torment.
The tormented screams actually come from four kenku lurking inside the gatehouse (area A2). A2. Gatehouse A squat stone gatehouse stands at the entrance to
pattern to provide cover for dwarf defenders while slowing their foes’ progress. Each corner on either side of the gatehouse holds two arrow slits, allowing creatures inside the gatehouse structure to






