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Returning 35 results for 'behind both down consult reside'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver
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
Backgrounds
The Wild Beyond the Witchlight
You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and
Feywild Trinkets table), and a pouch containing 8 gp
Carnival Companion
Over the years, you have earned the friendship of another carnival fixture. Roll a d8 and consult the Carnival Companion table
Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found.
When viewed from the outside, a ki-rin’s lair is indistinguishable
Species
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
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
character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Backgrounds
Guildmasters’ Guide to Ravnica
effects, such as flames smoldering behind your eyes or dancing over your hands.
Suggested Characteristics
Gruul ways aren’t the ways of civilized folk, and the Gruul have little patience for
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Magic Items
Tasha’s Cauldron of Everything
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds. Githyanki who reside in the Astral Plane can live indefinitely.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
perhaps you’re the team that handles situations that other teams bungle. As a group, work with your DM and consult the Espionage Missions table to decide what kinds of missions you might undertake
leave behind no evidence. 5 Disruption. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion. 6 Sabotage. You slip into places, lay the seeds for their destruction, and escape without detection.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the Material realms at the center. The Inner Planes form a wheel around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above
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->Waterdeep: Dungeon of the Mad Mage
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish
gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants
of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
courtyard climb to the tops of these walls, which are unmanned. Arrow slits in the outer walls of the guard towers and central keep provide three-quarters cover to those standing behind them. Most of the
normally reside on the ground floors of the guard towers (area C4). Two cult fanatics (a human named Huarwar Mulphoon and a tiefling named Fel Suparra), who normally guard the gatehouse (area C6).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, consult the Interim Events table below. Choose your favorite result or roll randomly as you see fit. Interim Events d6 Event 1 Determined to find answers about what happened to them, the
behind them, the characters hopped on a ship to the Moonshae Isles and escorted traders around the Sword Coast area. They fought privateers and oceanic monsters in their bid for high adventure. 3 The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
successful DC 10 Dexterity check. The chest contains 1,825 cp, 54 sp, and a pair of garish gold earrings that would be worth another 10 gp if melted. The chest was left behind when the last tenants of the castle departed, being considered not worth the effort to lug down the stairs.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Cache The party finds a cache of supplies left behind by other explorers. There’s no way to tell from the cache whether those who left it are still alive and coming back for it, or dead. Roll a d20
and consult the Caches table to determine what the characters find. Caches d20 Cache 1 Rain catcher (see chapter 1) and mess kit 2 10-day supply of preserved rations 3 20-day supply of preserved
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Infamy Even among the notorious Boromar Clan, your group has a distinct identity and a reputation. What’s the event or unique trait that makes your crew stand out? Consult the Group Infamy table for
everyone knows the truth behind it. You’re part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder. 6 Legends. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
House Occupants If the characters explore a residence other than the burgomaster’s mansion (area N3), roll a d20 and consult the following table to determine the house’s occupant. d20 Occupant 1–3
who listens at the door hears chatter from within. Townsfolk won’t willingly invite strangers into their homes, but they will speak with characters from behind closed doors or while standing in their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have advantage. Ice Slides. As remorhazes burrow through ice, the heat radiating from their bodies smooths out the sides of the tunnels behind them to a glass-like finish. Many of these passages are
for a psychic haunting, in which case roll a d20 and consult the Psychic Haunting table to determine if the area contains a haunting. If one is present, its image or its effect can’t leave the cave
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peasants, but it doesn’t mention the Cyran special forces and elite war mages who now reside in High Walls. As Brelish, we all want to show compassion to the truly innocent, but let us never forget that
you can participate in the Sacrament of the Blood or consult with a priest. It’s also the best place to find a skilled necromancer, or to hear rumors about the latest schemes of the Order of the Emerald Claw.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
The Truth behind the Legend Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
behind from a kill, eating everything that’s edible and using the rest to make tools or adornments.
Kobolds shed teeth as they wear out and grow new ones their entire lives. Many wear their own
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
each. Purple Worm Roll a d6 and consult the Purple Worm Direction table to determine where the purple worm comes from. Purple Worm Direction d6 Direction 1–2 The purple worm comes from behind the
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
percentile dice and consult the Ythryn Encounters table to determine if the party has a random encounter. Some random encounters have variants if Avarice or Auril is present in the necropolis (see
speak Loross instead of Undercommon (see the “Loross: The Netherese Tongue” )
91–00 Iriolarthas the demilich, with 1d3 nothics that speak Loross instead of Undercommon trailing behind it (the demilich uses the nothics to open and close doors and clear obstacles, since it can’t do so)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s magic gates once stood between the pillars but was destroyed during the Spellplague. The gate’s destruction left behind a lingering aura of wild magic that can be perceived with a detect
magic spell. When a creature passes between the pillars, roll a d12 and consult the following table to determine what happens: d12 Effect 1–2 The creature must make a DC 12 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Crimes and Chaos Harbin describes the crime scenes once the characters accept his quest. The following places can be found on map 2.1 in chapter 2: Barthen’s Well, behind Barthen’s Provisions, where
. Whenever the characters finish investigating one of the crime scenes listed above, roll a d20 and consult the Goblin Mischief table to see what occurs. Goblin Mischief d20 Mischief 1 A goblin psi
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
abandon the wheelbarrow and take cover behind trees, hoping to draw the characters into melee range. Perhaps foolishly, they stay and fight—eager to put their new training to the test. If they are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dura Sharn began where Dura stands, but the city has left it behind in many ways. Many nowadays consider the oldest quarter of Sharn to be a blight on the City of Towers. The place is full of cracked
Description District The Citadel of the Sun A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there. Hope’s Peak, Upper Dura The Clifftop Adventurer’s Guild An
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
oppressive tyrants toward those they force to labor for them. Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by
Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Innate Spellcasting. The efreeti’s innate
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
. For every hour that passes during the characters’ exploration, there is a chance that other creatures pay a visit to Deadstone Cleft. At the end of each hour, roll d100 and consult the Deadstone Cleft
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
ever since. The slaves can provide the characters with a detailed description of the attack, confirming that the demon lord Demogorgon was behind the destruction. The slaves are desperate to escape from
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
behind the walls of the High City. Elmandar’s Star Charts is run by a retired elf adventurer who once served as the
spelljammer aboard a space galleon called the Eclipse (shown here as a model) The
people swarm the area, and pickpockets dart among them to ply their own trade. Juggler’s Folk Guildhouse Operating behind the facade of a small backstreet playhouse, the guild of thieves known as the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above or below) that one, arranged according to alignment, with the Outlands
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by






