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Returning 35 results for 'being brave diffusing combine remain'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave
offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Baklunish incursions, these knights combine strict discipline, a near-monastic way of life, and ample study of battle tactics and strategy to remain vigilant against attack.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Baklunish incursions, these knights combine strict discipline, a near-monastic way of life, and ample study of battle tactics and strategy to remain vigilant against attack.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Baklunish incursions, these knights combine strict discipline, a near-monastic way of life, and ample study of battle tactics and strategy to remain vigilant against attack.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Monsters
Fizban's Treasury of Dragons
once it has begun.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
leave the lair once it has begun.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Chimera Multiheaded Ravager Habitat: Grassland, Hill, Mountain; Treasure: Any IZZY Violent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their
alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food. Chimera Large Monstrosity, Chaotic Evil
AC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Chimera Multiheaded Ravager Habitat: Grassland, Hill, Mountain; Treasure: Any IZZY Violent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their
alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food. Chimera Large Monstrosity, Chaotic Evil
AC
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Chimera Multiheaded Ravager Habitat: Grassland, Hill, Mountain; Treasure: Any IZZY Violent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their
alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food. Chimera Large Monstrosity, Chaotic Evil
AC
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.
Every soldier who lives through a fight
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
intelligent, telepathic gelatinous cube is something beyond their understanding. The characters have to convince the svirfneblin to allow their unusual companion inside, or tell it to remain outside
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
intelligent, telepathic gelatinous cube is something beyond their understanding. The characters have to convince the svirfneblin to allow their unusual companion inside, or tell it to remain outside
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
intelligent, telepathic gelatinous cube is something beyond their understanding. The characters have to convince the svirfneblin to allow their unusual companion inside, or tell it to remain outside
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. The high elves of Ravnica have been subsumed into the Simic Combine and have lost their original tribal name. They are more slender than other elves, and they tend to have angular features and pale skin
described in the Player’s Handbook, was ever practiced on Ravnica, it has long since died out. Some traditional Elvish names remain in use, often modified by the influence of human names. Most elves don’t
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. The high elves of Ravnica have been subsumed into the Simic Combine and have lost their original tribal name. They are more slender than other elves, and they tend to have angular features and pale skin
described in the Player’s Handbook, was ever practiced on Ravnica, it has long since died out. Some traditional Elvish names remain in use, often modified by the influence of human names. Most elves don’t
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. The high elves of Ravnica have been subsumed into the Simic Combine and have lost their original tribal name. They are more slender than other elves, and they tend to have angular features and pale skin
described in the Player’s Handbook, was ever practiced on Ravnica, it has long since died out. Some traditional Elvish names remain in use, often modified by the influence of human names. Most elves don’t
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, either as a brave human knight or as a fierce elf healer with gleaming silver hair, named Silvara.
Though she is happy to remain in the background, D’argent’s seeming placidity hides a brilliant
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, either as a brave human knight or as a fierce elf healer with gleaming silver hair, named Silvara.
Though she is happy to remain in the background, D’argent’s seeming placidity hides a brilliant
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, either as a brave human knight or as a fierce elf healer with gleaming silver hair, named Silvara.
Though she is happy to remain in the background, D’argent’s seeming placidity hides a brilliant
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
that infest the area. The effects of the event might persist for a few months or even centuries, but the barriers between the Abyss and the world remain intact. A Growing Menace If the first stage of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation? Fear of the Mourning ended the war. But all those questions remain unanswered. Breland opened its
opportunities for those brave enough to enter the mists. The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you’re from Cyre, did you lose all your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation? Fear of the Mourning ended the war. But all those questions remain unanswered. Breland opened its
opportunities for those brave enough to enter the mists. The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you’re from Cyre, did you lose all your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, not so much
expressions to help show a character’s emotions. Scowl, smile, grin, snarl, pout, cross your eyes — do whatever it takes to make the character or monster memorable to the players. When you combine facial
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
expand at any moment? What was to be done with the Cyran refugees surging into every adjacent nation? Fear of the Mourning ended the war. But all those questions remain unanswered. Breland opened its
opportunities for those brave enough to enter the mists. The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you’re from Cyre, did you lose all your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
threat to Angajuk, so the whale surfaces only when it must. Via Ship from Revel’s End The prison of Revel’s End has easy access to the Sea of Moving Ice. On the downside, captains who are brave enough
characters to their destination. Convincing a griffon to remain on Auril’s island while the characters explore the place requires a successful DC 13 Wisdom (Animal Handling) check, and even then, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
threat to Angajuk, so the whale surfaces only when it must. Via Ship from Revel’s End The prison of Revel’s End has easy access to the Sea of Moving Ice. On the downside, captains who are brave enough
characters to their destination. Convincing a griffon to remain on Auril’s island while the characters explore the place requires a successful DC 13 Wisdom (Animal Handling) check, and even then, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inviting the brave and foolish alike to test their mettle in the Dungeon of the Mad Mage. A KNOT IN THE WEAVE
Where Waterdeep stands today, there once stood Aelinthaldaar, the capital city of the
exhibit a subconscious desire to remain in or near the dungeon. Halaster and several of his apprentices fell prey to this obsession, as did many Melairkyn dwarves and Durnan, the proprietor of the Yawning






