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Returning 35 results for 'before being dwelling contact refine'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
Monsters
Fizban's Treasury of Dragons
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility
hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
Monsters
Fizban's Treasury of Dragons
, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and power gives one a responsibility to those who have less
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Backgrounds
Guildmasters’ Guide to Ravnica
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Monsters
Fizban's Treasury of Dragons
, seeking to understand itself. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Monsters
Fizban's Treasury of Dragons
. (Any)
3
Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)
4
Responsibility. Having knowledge and
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Adventures Building on “Dragon Adventures” in chapter 3, this section starts with a collection of adventure hooks that might bring characters into contact with a dragon of a particular kind
. Use these tables to inspire adventures that feature dragons dwelling alongside other creatures, either as enemies or as allies.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Adventures Building on “Dragon Adventures” in chapter 3, this section starts with a collection of adventure hooks that might bring characters into contact with a dragon of a particular kind
. Use these tables to inspire adventures that feature dragons dwelling alongside other creatures, either as enemies or as allies.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Adventures Building on “Dragon Adventures” in chapter 3, this section starts with a collection of adventure hooks that might bring characters into contact with a dragon of a particular kind
. Use these tables to inspire adventures that feature dragons dwelling alongside other creatures, either as enemies or as allies.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shra’kt’lor Shra’kt’lor is a fortress city that houses the
meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra’kt’lor is the most well defended of the githzerai outposts — no force in Limbo could readily threaten the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shra’kt’lor Shra’kt’lor is a fortress city that houses the
meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra’kt’lor is the most well defended of the githzerai outposts — no force in Limbo could readily threaten the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
personnel and resources as needed. Every fortress is designed to be self-sufficient, even though no two of them are ever out of psychic contact. Shra’kt’lor Shra’kt’lor is a fortress city that houses the
meet here to plan or refine their strategy for battling the githyanki and the mind flayers. Shra’kt’lor is the most well defended of the githzerai outposts — no force in Limbo could readily threaten the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mortal, more like a savior than a god.”
Thuel frowned. “Their savior, our damnation.”
— James Wyatt, Dragon Forge
Tieflings rarely appear in the cities and towns of Khorvaire, with most dwelling
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mortal, more like a savior than a god.”
Thuel frowned. “Their savior, our damnation.”
— James Wyatt, Dragon Forge
Tieflings rarely appear in the cities and towns of Khorvaire, with most dwelling
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mortal, more like a savior than a god.”
Thuel frowned. “Their savior, our damnation.”
— James Wyatt, Dragon Forge
Tieflings rarely appear in the cities and towns of Khorvaire, with most dwelling
Demesne has had no significant contact with the Five Nations and few know it exists. Your character could be an envoy or exile from it, or simply an adventurer driven by a desire to see what lies beyond your homeland.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Grungs Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Tree-Dwelling
)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Grungs Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Tree-Dwelling
)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Grungs Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Tree-Dwelling
)
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
visitors interact with their toys, while they scribble notes on how to refine their creations.
Celestial toys can do just about anything. Many of these objects have properties not unlike those of wondrous
-dwelling gnomes can fall prey to this sort of obsession as they pursue their projects, and in such cases it’s much safer for them to stay in their homes, since a gnome wandering the streets deep in thought is liable to walk into a moat or be run over by a wagon.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
visitors interact with their toys, while they scribble notes on how to refine their creations.
Celestial toys can do just about anything. Many of these objects have properties not unlike those of wondrous
-dwelling gnomes can fall prey to this sort of obsession as they pursue their projects, and in such cases it’s much safer for them to stay in their homes, since a gnome wandering the streets deep in thought is liable to walk into a moat or be run over by a wagon.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spines, the shells of monstrous crustaceans, and so on. Having an old, well-developed civilization, tritons know much of how to refine these materials into garb as rich and weapons as sturdy as any found
of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
visitors interact with their toys, while they scribble notes on how to refine their creations.
Celestial toys can do just about anything. Many of these objects have properties not unlike those of wondrous
-dwelling gnomes can fall prey to this sort of obsession as they pursue their projects, and in such cases it’s much safer for them to stay in their homes, since a gnome wandering the streets deep in thought is liable to walk into a moat or be run over by a wagon.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each
other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an evil act if the victim-to-be is a willing sacrifice. In the ritual, a living person’s
is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-dwelling yuan-ti mystics called the Serpents of the Sands. These mystics worship Dendar the Night Serpent (see the yuan-ti entry in the Monster Manual for more information on this deity). Iymrith
invited the mystics here to contact their demon-god, hoping it might provide guidance on how to crush her enemies. Because she has become desperate, Iymrith is willing to trust the mystics
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an evil act if the victim-to-be is a willing sacrifice. In the ritual, a living person’s
is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-dwelling yuan-ti mystics called the Serpents of the Sands. These mystics worship Dendar the Night Serpent (see the yuan-ti entry in the Monster Manual for more information on this deity). Iymrith
invited the mystics here to contact their demon-god, hoping it might provide guidance on how to crush her enemies. Because she has become desperate, Iymrith is willing to trust the mystics
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an evil act if the victim-to-be is a willing sacrifice. In the ritual, a living person’s
is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-dwelling yuan-ti mystics called the Serpents of the Sands. These mystics worship Dendar the Night Serpent (see the yuan-ti entry in the Monster Manual for more information on this deity). Iymrith
invited the mystics here to contact their demon-god, hoping it might provide guidance on how to crush her enemies. Because she has become desperate, Iymrith is willing to trust the mystics
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
only once per turn. Black Gate. The space beyond the western false door contains a black gate. Contact Stone. A contact stone is on the wall near the black gate. 28. Temple of Blood The coppery scent of
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red