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Returning 35 results for 'being becomes diffusing curving relatively'.
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Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively
opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.Radiant
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful
opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.Radiant
Monsters
Spelljammer: Adventures in Space
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.A Solar Dragon’s Lair
A
Monsters
Spelljammer: Adventures in Space
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.A Solar Dragon’s Lair
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.
Kobold
Legacy
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Species
Volo's Guide to Monsters
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
becomes an adult, or add additional word-syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. The Kobold Names table presents kobold names
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
gains power by devouring brains and honing its psionic abilities, the colony becomes more aggressive, seeking to gather more and more thralls. Eventually, if the colony grows to sufficient size, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
gains power by devouring brains and honing its psionic abilities, the colony becomes more aggressive, seeking to gather more and more thralls. Eventually, if the colony grows to sufficient size, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
gains power by devouring brains and honing its psionic abilities, the colony becomes more aggressive, seeking to gather more and more thralls. Eventually, if the colony grows to sufficient size, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
chapter 9, “Dungeon Master’s Workshop”), a creature makes a Sanity saving throw instead.
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
chapter 9, “Dungeon Master’s Workshop”), a creature makes a Sanity saving throw instead.
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
break the psyche of a character who uses or becomes attuned to them.
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see
chapter 9, “Dungeon Master’s Workshop”), a creature makes a Sanity saving throw instead.
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
ship’s captain (NG female Halruaan human noble). She explains the situation briefly before she weakens and her voice becomes too soft to hear from the ground. The other crash survivors include the ship’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
ship’s captain (NG female Halruaan human noble). She explains the situation briefly before she weakens and her voice becomes too soft to hear from the ground. The other crash survivors include the ship’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in the branches above. The crash could have occurred anytime within the past 3d10 days. Climbing up to the wreck is relatively easy, thanks to many vines in the trees and lines of rigging hanging from
ship’s captain (NG female Halruaan human noble). She explains the situation briefly before she weakens and her voice becomes too soft to hear from the ground. The other crash survivors include the ship’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
relatively intact lower levels, but as it climbs toward its eighty-foot height, the upper levels deteriorate. Rather than falling, the crumbling stone hangs in the air, the tower’s disintegration frozen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
relatively intact lower levels, but as it climbs toward its eighty-foot height, the upper levels deteriorate. Rather than falling, the crumbling stone hangs in the air, the tower’s disintegration frozen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
relatively intact lower levels, but as it climbs toward its eighty-foot height, the upper levels deteriorate. Rather than falling, the crumbling stone hangs in the air, the tower’s disintegration frozen
, curving along the tower’s north wall.
If a character examines the coins or statue, have them make a DC 14 Intelligence (History) check. Silvanesti elves have advantage on this check. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage. In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Visibility A relatively calm sea offers great visibility
crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
around the dragon’s lair is transformed into a riot of vegetation and patches of mud, slowing travelers and making caravans vulnerable to attack by the dragon’s followers. When a stronghold becomes cut
by creatures it can catch in the open, including the travelers that enter and exit the place. On occasion, this state of (relatively) peaceful coexistence is shattered when a devious rival dragon with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage. In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Visibility A relatively calm sea offers great visibility
crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return. Passengers. The table indicates the






