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Returning 14 results for 'before burns diffusing contacts reside'.
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Species
Eberron: Forge of the Artificer
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 may reveal an aspect of
advantage of contacts established by the persona’s previous users.
Changeling Traits
Creature Type: FeySize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Changeling
Legacy
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Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Changeling Names
A changeling might use a different name for each mask and
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
physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Creating Your Character
At 1st
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling 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
. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Changeling 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 may reveal an
take advantage of contacts established by the persona’s previous users. Changeling Traits Creature Type: Fey
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
from Gruumsh. The best loot and trophies of triumph are piled in this room and considered to be the property of the chief. A fire, not as large as the war hearth, burns in its center. Next to the chief’s
living space and do other menial tasks. Most of Luthic’s faithful reside in this area, close to the whelping pens where young orcs are kept until they grow old enough to contribute to the tribe. When
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
should not be taken to any place where thousands of mortals reside. It needs to be locked away in an extradimensional space, away from corruptible souls.”
If the characters consider leaving the
shield with Sylvira, Gargauth telepathically contacts the character with the most influence in the party and suggests an alternative course of action: “Take me to the Nine Hells, and I’ll swear to serve
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud
unsurpassed skill at creating and building things.
In the fire giants’ world, fire is strength. It burns away impurities and leaves behind only what is strong enough to withstand the heat, such as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
are made of bronze that is green with age, and each branch holds a fat black candle that burns with a flame of leaping lavender and deep glowing purple but never grows shorter. The third tier is dull
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
retired sailors, the bar’s regulars are in fact contacts for a variety of unsavory organizations, from smugglers and bandits to fences, drug dealers, and panderers. Some work for the Guild, others
the city’s more desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
retired sailors, the bar’s regulars are in fact contacts for a variety of unsavory organizations, from smugglers and bandits to fences and drug dealers. Some work for the Guild, others for operations
desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the bank’s walls
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds.
Mightiest of the Mighty. Borborygmos leads the Burning Tree clan, which
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the explosion, which could cause a roof collapse (see “Dungeon Features” in area D5). The explosion also burns away the gas, which builds up slowly and becomes dangerous again after 24 hours. D19
escape through her web of contacts in Baldur’s Gate, which includes just about every tavern proprietor in the city. D23. Secret Door and Sentry This flooded tunnel has a secret door in the north wall
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These
characters refuse Aphelion’s offer, the supercomputer is understanding and wishes them luck in their expedition. Aphelion contacts the characters again when they reach the second level of the ship. In






