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Returning 35 results for 'been buildings diffusing come react'.
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Magic Items
Dungeon Master’s Guide
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.
Girallons form loose bands
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
. For example, humans confronted by an angry troll experience fear on a basic level. Their limbs shake, their thinking becomes panicked and jumbled, and they react by instinct. The emotion of fear takes
’t scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly.
Lizardfolk never become angry in the way others do, but they act with
races
Mythic Odysseys of Theros
-shaking roars, gives most leonin an air that readily shifts between regal and fearsome. Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can
exercise their minds and bodies. It follows, too, that leonin aren’t inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Creativity. Half the world’s troubles come from stodgy thinking, stuck in the past. We need innovative
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The characters have a moment to react to the sudden disaster. The plaza surrounding the riverine temple is thousands of feet long and packed with people. There’s little the characters can do to stop
the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The characters have a moment to react to the sudden disaster. The plaza surrounding the riverine temple is thousands of feet long and packed with people. There’s little the characters can do to stop
the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The characters have a moment to react to the sudden disaster. The plaza surrounding the riverine temple is thousands of feet long and packed with people. There’s little the characters can do to stop
the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it looks. When characters arrive, most of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it looks. When characters arrive, most of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it looks. When characters arrive, most of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Temple of Paladine The Temple of Paladine is among the most intact holy places to survive Onyari’s fall. The characters are likely to come here at Demelin’s behest, seeking answers regarding
Sarlamir’s broken dragonlance. The temple lies in the city’s flooded northwestern district. Buildings here rise like islands from streets clogged with water and pondweed. Although the streets around the temple are flooded, the structure sits atop a hill, keeping it out of the deepest water.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Temple of Paladine The Temple of Paladine is among the most intact holy places to survive Onyari’s fall. The characters are likely to come here at Demelin’s behest, seeking answers regarding
Sarlamir’s broken dragonlance. The temple lies in the city’s flooded northwestern district. Buildings here rise like islands from streets clogged with water and pondweed. Although the streets around the temple are flooded, the structure sits atop a hill, keeping it out of the deepest water.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Temple of Paladine The Temple of Paladine is among the most intact holy places to survive Onyari’s fall. The characters are likely to come here at Demelin’s behest, seeking answers regarding
Sarlamir’s broken dragonlance. The temple lies in the city’s flooded northwestern district. Buildings here rise like islands from streets clogged with water and pondweed. Although the streets around the temple are flooded, the structure sits atop a hill, keeping it out of the deepest water.
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
view of the countryside out to a range of 1 mile, though there are hillocks and trees behind which creatures can hide. If the guards spot any unusual creatures approaching the den, or if they come
under attack, one of the hobgoblins strikes the gong. The ringing of the gong is loud enough to put the entire den on alert (see the Grudd Haug Roster table for notes on how the den inhabitants react
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
impressing your players with your thespian skills (or lack thereof). Get inside the NPCs’ minds. Imagine how they might react to the characters, and strive to be realistic. Mug it up. Scowl, smile, snarl
, flutter your eyelashes, pout, cross your eyes, rub your hands together—whatever it takes to make your NPCs come to life. Try different voices. Borrow distinctive speech patterns from real life, movies
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
see him, although he seems to be worried and fretful — more so than usual. If the characters ask, he confides in them that the weather has been particularly fierce recently. Winds have come out of
nowhere and damaged buildings, and three people have been struck by lightning. Also, a few people seem to have gone missing over the last couple of tendays. No one can say for sure, because the people
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
see him, although he seems to be worried and fretful — more so than usual. If the characters ask, he confides in them that the weather has been particularly fierce recently. Winds have come out of
nowhere and damaged buildings, and three people have been struck by lightning. Also, a few people seem to have gone missing over the last couple of tendays. No one can say for sure, because the people
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is summarized on the Lizardfolk Roster table, which also provides information on how the occupants of various areas might react as the adventure unfolds. Patrols in the Lair The lizardfolk patrol the
characters come upon a guard patrol. One member of each guard patrol carries a key that unlocks either of the gates at area 41.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
view of the countryside out to a range of 1 mile, though there are hillocks and trees behind which creatures can hide. If the guards spot any unusual creatures approaching the den, or if they come
under attack, one of the hobgoblins strikes the gong. The ringing of the gong is loud enough to put the entire den on alert (see the Grudd Haug Roster table for notes on how the den inhabitants react
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
view of the countryside out to a range of 1 mile, though there are hillocks and trees behind which creatures can hide. If the guards spot any unusual creatures approaching the den, or if they come
under attack, one of the hobgoblins strikes the gong. The ringing of the gong is loud enough to put the entire den on alert (see the Grudd Haug Roster table for notes on how the den inhabitants react
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
impressing your players with your thespian skills (or lack thereof). Get inside the NPCs’ minds. Imagine how they might react to the characters, and strive to be realistic. Mug it up. Scowl, smile, snarl
, flutter your eyelashes, pout, cross your eyes, rub your hands together—whatever it takes to make your NPCs come to life. Try different voices. Borrow distinctive speech patterns from real life, movies
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
impressing your players with your thespian skills (or lack thereof). Get inside the NPCs’ minds. Imagine how they might react to the characters, and strive to be realistic. Mug it up. Scowl, smile, snarl
, flutter your eyelashes, pout, cross your eyes, rub your hands together—whatever it takes to make your NPCs come to life. Try different voices. Borrow distinctive speech patterns from real life, movies
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Lizardfolk lack meaningful emotional ties
to the past. They assess situations based on their current and future utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is summarized on the Lizardfolk Roster table, which also provides information on how the occupants of various areas might react as the adventure unfolds. Patrols in the Lair The lizardfolk patrol the
characters come upon a guard patrol. One member of each guard patrol carries a key that unlocks either of the gates at area 41.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is summarized on the Lizardfolk Roster table, which also provides information on how the occupants of various areas might react as the adventure unfolds. Patrols in the Lair The lizardfolk patrol the
characters come upon a guard patrol. One member of each guard patrol carries a key that unlocks either of the gates at area 41.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
buildings in their entirety. Nothing can pass through the barrier, including air, fog, rain, and snow. Creatures that don’t realize the field is there bounce off it, with birds especially prone to striking
it. The ground outside the field is regularly littered with the tiny corpses of birds that broke their necks hitting it, and street cleaners come by every morning to sweep them up. Digging under the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
see him, although he seems to be worried and fretful — more so than usual. If the characters ask, he confides in them that the weather has been particularly fierce recently. Winds have come out of
nowhere and damaged buildings, and three people have been struck by lightning. Also, a few people seem to have gone missing over the last couple of tendays. No one can say for sure, because the people
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
buildings in their entirety. Nothing can pass through the barrier, including air, fog, rain, and snow. Creatures that don’t realize the field is there bounce off it, with birds especially prone to striking
it. The ground outside the field is regularly littered with the tiny corpses of birds that broke their necks hitting it, and street cleaners come by every morning to sweep them up. Digging under the






