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Returning 25 results for 'being belong diffusing currents respectively'.
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being being diffusing current respectively
being being defusing current respectively
Monsters
The Wild Beyond the Witchlight
.)
Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by
Witchlight Carnival, where they belong.
Alignment. Chaotic good.
Personality Trait. “I’m shy except when I’m on stage or under the Big Top.”
Ideal. “Everyone should be free to
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
screaming to this walkway. The goblin can either hurl itself off the cliff to its death or die by the swords of its kin. The skulls belong to goblins who never made it to the end of the walkway. Ravens
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
screaming to this walkway. The goblin can either hurl itself off the cliff to its death or die by the swords of its kin. The skulls belong to goblins who never made it to the end of the walkway. Ravens
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
screaming to this walkway. The goblin can either hurl itself off the cliff to its death or die by the swords of its kin. The skulls belong to goblins who never made it to the end of the walkway. Ravens
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
emblem of Neverwinter worked into its hilt. The chain mail and weapons belong to Sildar Hallwinter. None of these items is magical, but Sildar is grateful if at least his longsword is returned to him
worth 180 gp and 150 gp, respectively. Lhupo decided the items were of suitable quality for her unnamed rituals. C10: Postern Gate On the south side of the old castle, an overgrown path leads to a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
the inside of Goldenfields’ western wall detours around a pair of semicircular herb gardens. Stone cottages located nearby belong to a dozen druids (N male and female humans of various ethnicities
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
emblem of Neverwinter worked into its hilt. The chain mail and weapons belong to Sildar Hallwinter. None of these items is magical, but Sildar is grateful if at least his longsword is returned to him
worth 180 gp and 150 gp, respectively. Lhupo decided the items were of suitable quality for her unnamed rituals. C10: Postern Gate On the south side of the old castle, an overgrown path leads to a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
the inside of Goldenfields’ western wall detours around a pair of semicircular herb gardens. Stone cottages located nearby belong to a dozen druids (N male and female humans of various ethnicities
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour. Sildar’s Gear. The chain mail and longsword belong to Sildar Hallwinter. Sildar
The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour. Sildar’s Gear. The chain mail and longsword belong to Sildar Hallwinter. Sildar
The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
the inside of Goldenfields’ western wall detours around a pair of semicircular herb gardens. Stone cottages located nearby belong to a dozen druids (N male and female humans of various ethnicities
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour. Sildar’s Gear. The chain mail and longsword belong to Sildar Hallwinter. Sildar
The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
emblem of Neverwinter worked into its hilt. The chain mail and weapons belong to Sildar Hallwinter. None of these items is magical, but Sildar is grateful if at least his longsword is returned to him
worth 180 gp and 150 gp, respectively. Lhupo decided the items were of suitable quality for her unnamed rituals. C10: Postern Gate On the south side of the old castle, an overgrown path leads to a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the
two gems worth 450 gp and 125 gp respectively and one spaceship trinket. Roll on the Spaceship Trinkets table to determine the trinket. S18: Operating Theater (Yellow) This large, sterile room is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the
two gems worth 450 gp and 125 gp respectively and one spaceship trinket. Roll on the Spaceship Trinkets table to determine the trinket. S18: Operating Theater (Yellow) This large, sterile room is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and the adjacent kitchen (area S5) for morsels. These vegepygmies belong to the north vegepygmy colony (see area S16) and are hostile toward all entrants. When they detect the characters, the
two gems worth 450 gp and 125 gp respectively and one spaceship trinket. Roll on the Spaceship Trinkets table to determine the trinket. S18: Operating Theater (Yellow) This large, sterile room is






