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Returning 35 results for 'before bridge diffusing common reside'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
over, and one ki-rin might safeguard an area that encompasses several nations.Lair of Luxury
On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the
Monsters
Fizban's Treasury of Dragons
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair.
Anterior Spires
Monsters
Fizban's Treasury of Dragons
offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
that ascends the mountain to encourage travel to and from the lair.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink
-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the
Species
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Backgrounds
Baldur’s Gate: Descent into Avernus
one that you’re perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that
sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing
Species
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wealthiest citizens of Sharn. Common folk are cremated after death, but members of the Sixty Families and others with sufficient wealth have their remains interred in the tombs and tunnels of this necropolis
. Few people reside in this area. Among its major features are Aureon’s Holt, a temple of the Restful Watch, where Sovereign priests conduct funerals and serve as the caretakers of the tombs. Warden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the drop tube, Aphelion appears on a screen outside the tube and speaks to them in Common: “Greetings, explorers! Welcome to the observation deck. There are a few tasks in need of completion on this
three androids on this floor. This time, each of the androids must reside in a different room. Aphelion suggests the characters begin their search with the athletic facilities to the north. Trim the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
anew alongside or on top of an earlier community. It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Dreams and Portents Strange dreams are common in Atagua, the result of psychic energies from the Feywild and Far Realm. Whenever a character sleeps or meditates while in Atagua, roll on the Dreams in
. 7 A thri-kreen entrusts you with a crown of feathers. 8 While you watch, one thousand weavers stitch together a massive hammock. 9 A friend you haven’t seen in years walks backward alongside you on a bridge of leaves. 10 A snake twists around a massive centipede, the two struggling for dominance.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
palaces, with numerous balconies offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious
gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair. The lair has the following features: Ice Bridge. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Great Wheel The default D&D cosmology includes more than two dozen planes, detailed in this chapter. The most common understanding of these planes visualizes them as a group of concentric wheels
deities and Fiends reside Planes arranged in a complex system of orbits, with planes exerting greater influence on the Material Plane the closer they draw to it
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Bridge has a significant population of orcs and half-orcs from the Shadow Marches. Immigrants from the Lhazaar Principalities have settled in Warden Towers. And Smoky Towers had a significant Cyran
the shops have a good selection of common and uncommon magic items. With that said, the people of Middle Menthis are law-abiding folk; if you’re looking for spellcasters to help you with illegal activities or want to sell stolen artifacts, you should turn to Lower Dura.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Grand Stage to the many taverns of Lower Menthis. Spontaneous street performances are common throughout the quarter. In addition to enjoying the entertainment, you could always try to find work—either
. Cyran nobles in Smoky Towers look for brave souls to venture into the Mournland to reclaim lost treasures. Cultural Exchange. Den’iyas brings a touch of Zilargo to Sharn. You might find a clawfoot raptor running down the streets in Little Plains, or a Gatekeeper druid casting bones on Cassan Bridge.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the prisoners, only Eldeth and Jimjar speak fluent Common. The others speak Undercommon (or at least understand it). Ront knows some Common, while Derendil speaks Elvish. Stool’s rapport spores can
from the hanging guard tower across the rope bridge, visible through the locked gate. The cell has some sort of antimagic effect on it (see area 11 for details). Jorlan the drow warrior suffered
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
runs the inn; she’s kind, honest, and much beloved in the district. The Anvil is on the west side of the Bridge and is a common hangout for Boromar allies. The Broken Mirror is an inn run by a family
district often sleep around the General. The Silvermist Theater stands on the west side of the Bridge. Like the Anvil, it’s a remnant of Callestan’s glory days; a fine theater that’s a rotting shadow of its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people
passive Perception 13
Languages Common, Draconic, Elvish, Gnomish
Challenge 4 (1,100 XP)
Spellcasting. Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Coming and Going Travelers who don’t have access to plane shift spells or similar magic must rely on other means to travel to and from a Domain of Delight. Fey crossings are the most common means of
each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through. 7 Stone Bridge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Middle Menthis Middle Menthis boasts the most diverse population of any ward in Sharn. The Little Plains district is the destination for halfling immigrants from the Talenta Plains. Cassan Bridge has
of particular interest to adventurers. A wide assortment of magewrights ply their trade here, and the shops have a good selection of magic items (of common and uncommon rarity). The people of Middle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
three most common are the Great Wheel, the World Tree, and the World Axis, but you can create or adapt whatever model works best for the planes you want to use in your game. The Great Wheel The default
Valhalla, Vanaheim, Alfheim, and other regions), Midgard (the Material Plane), and Niflheim (the underworld). The Bifrost, the rainbow bridge, is a unique transitive plane that connects Asgard and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared; these meals are a great chance to hear about local events and opportunities. Many Khoravar espouse the idea of “the bridge between,” the notion that the Khoravar are called to facilitate
. Khoravar speak both Common and Elvish, and among themselves they often blend these two together. This pidgin makes perfect sense to anyone who speaks both languages, but someone who speaks only one of them
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D5. Chattering Heads This flat wood-plank bridge, which spans an arm of the lake, is lined on one side by rows of bullywug heads on wooden spikes.
At the center of the bridge, a small figure sits
sympathetic. A few in a more distant row yell, “What? I couldn’t hear what they said!”
The bridge is in decent condition and safe to cross. Beheaded Bullywugs. Deposed bullywug monarchs of the Soggy
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the other side of the stream.
Characters using a light source or darkvision can spot the rope bridge at area H5: In the shadows of the ceiling to the north, you can just make out the dim shape of a
rope bridge crossing over the passage ahead of you. Another passage 20 feet above the floor appears to intersect this one.
Any character with a passive Wisdom (Perception) score of 12 or higher and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rickety bridge would ask Beshaba to keep the bridge intact. Folk make the symbol of Beshaba by folding in their thumbs and extending their fingers on one or both hands (mimicking the horns of her holy
are virtually unknown. It’s common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of soldiers patrol the camp, each including a Dragon Army officer and five Dragon Army soldiers (see appendix B for both stat blocks). One group watches the bridge outside the walls, and the other
are asleep at night, except for those on the bridge and in the watchtower. Posing as Soldiers. Characters can attempt to gain entrance by disguising themselves with magic or the uniforms of soldiers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
Stone Bridge The following boxed text assumes that the characters arrive here via the tunnel to the north or south: The passage opens onto a smooth stone bridge flanked by boulders. The bridge is five
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can move at a normal pace across the platforms and bridges, but this puts strain on their poor construction. Whenever one or more characters move at normal speed across a bridge or platform, roll a
d6. On a roll of 1, a bridge flips or breaks to drop characters to the platform below, or a platform tilts to tip the characters into the water. These areas can be navigated safely by treating them as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When
he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about “the common rabble” come to the fore, and his charm quickly dissipates. When not in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sight.
3 Prevent any Fiend from crossing a bridge.
4 Remove any who enter its creator’s workshop.
Clay Golem Large Construct, Unaligned
AC 14 Initiative +3 (13)
HP 123 (13d10 + 52
Languages Common plus one other language
CR 9 (XP 5,000; PB +4)
Traits
Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual
menaces such communities.
Oni Troubles 1d4 The Oni Torments People By...
1 Charming people to perform nasty tricks.
2 Claiming a bridge, gate, shrine, or trail and trying to eat
+2
Wis 12 +1 +4
Cha 15 +2 +5
Skills Arcana +5, Deception +8, Perception +4
Resistances Cold
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Giant
CR 7
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Lower City, where stone, slate-roofed houses stand (sometimes unsteadily), and the folk who have long performed the real work of the city reside. Baldur’s Gate depends on trade, and that trade flows
status. Outer City Outside the walls, there are no laws barring construction or settlement, and so those who are too poor to reside within the city or to purchase property have slowly built up a third






