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Returning 35 results for 'being buildings diffusing common repairing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.
Girallons are most common in temperate or warm forest
forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily
Monsters
Curse of Strahd
forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
clockwork has resistance to force, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning, and thunder damage.
6
Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil’s infrastructure, repairing crumbling buildings, ensuring portals function properly, cutting back rampant razorvine, and patching city streets. To most citizens of Sigil, dabus are nothing more
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil’s infrastructure, repairing crumbling buildings, ensuring portals function properly, cutting back rampant razorvine, and patching city streets. To most citizens of Sigil, dabus are nothing more
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil’s infrastructure, repairing crumbling buildings, ensuring portals function properly, cutting back rampant razorvine, and patching city streets. To most citizens of Sigil, dabus are nothing more
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
consists mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area is slowly sinking into the sea. As old
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
consists mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area is slowly sinking into the sea. As old
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
consists mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area is slowly sinking into the sea. As old
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills. While Red Larch remains prosperous, dark omens are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills. While Red Larch remains prosperous, dark omens are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills. While Red Larch remains prosperous, dark omens are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Jadurai This city is thousands of years old. Here ancient structures with the architecture of previous dynasties stand alongside modern buildings. Hardly a month passes without locals rediscovering a
forgotten chamber or catacomb. The colorfully canopied Lakshma Market trades in everything from betel leaves to the eggs of wyverns, which are common near the mountain spires known as the Lesser and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Jadurai This city is thousands of years old. Here ancient structures with the architecture of previous dynasties stand alongside modern buildings. Hardly a month passes without locals rediscovering a
forgotten chamber or catacomb. The colorfully canopied Lakshma Market trades in everything from betel leaves to the eggs of wyverns, which are common near the mountain spires known as the Lesser and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
exterminators rid buildings of cranium rats, curses, and dangerous afflictions. Clandestine agencies offer escape from infernal debt collectors or other looming perils by killing their clients, keeping the
diverse clientele. Taverns and inns are common, their taprooms shaped by the fantastical folk who own them—angels, githzerai, and a host of friendly monsters who scrape by in the City of Doors. No matter where a visitor is from, they can find familiar comforts in Sigil.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
exterminators rid buildings of cranium rats, curses, and dangerous afflictions. Clandestine agencies offer escape from infernal debt collectors or other looming perils by killing their clients, keeping the
diverse clientele. Taverns and inns are common, their taprooms shaped by the fantastical folk who own them—angels, githzerai, and a host of friendly monsters who scrape by in the City of Doors. No matter where a visitor is from, they can find familiar comforts in Sigil.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
exterminators rid buildings of cranium rats, curses, and dangerous afflictions. Clandestine agencies offer escape from infernal debt collectors or other looming perils by killing their clients, keeping the
diverse clientele. Taverns and inns are common, their taprooms shaped by the fantastical folk who own them—angels, githzerai, and a host of friendly monsters who scrape by in the City of Doors. No matter where a visitor is from, they can find familiar comforts in Sigil.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
objects (250 gp each)
12–14 1d4 pieces of jewelry (100 gp each)
15 A driftglobe (or another common magic item of your choice)
16–20 A frieze that reveals one piece of Ythryn lore
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
objects (250 gp each)
12–14 1d4 pieces of jewelry (100 gp each)
15 A driftglobe (or another common magic item of your choice)
16–20 A frieze that reveals one piece of Ythryn lore
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Jadurai This city is thousands of years old. Here ancient structures with the architecture of previous dynasties stand alongside modern buildings. Hardly a month passes without locals rediscovering a
forgotten chamber or catacomb. The colorfully canopied Lakshma Market trades in everything from betel leaves to the eggs of wyverns, which are common near the mountain spires known as the Lesser and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
objects (250 gp each)
12–14 1d4 pieces of jewelry (100 gp each)
15 A driftglobe (or another common magic item of your choice)
16–20 A frieze that reveals one piece of Ythryn lore
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
for the day. When they return, they spend time unloading their catch, mending nets, and repairing their vessels. The merchants move their ships into the docks once the fishing fleet is out for the day
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Features The water cultists are busy repairing Rivergard, but parts of the complex remain inaccessible. For example, the upper floors of the north tower and the water tower are filled with
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Features The water cultists are busy repairing Rivergard, but parts of the complex remain inaccessible. For example, the upper floors of the north tower and the water tower are filled with
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Features The water cultists are busy repairing Rivergard, but parts of the complex remain inaccessible. For example, the upper floors of the north tower and the water tower are filled with
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
for the day. When they return, they spend time unloading their catch, mending nets, and repairing their vessels. The merchants move their ships into the docks once the fishing fleet is out for the day
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
for the day. When they return, they spend time unloading their catch, mending nets, and repairing their vessels. The merchants move their ships into the docks once the fishing fleet is out for the day
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
common apes. Although some purebloods are able to reproduce with humans, most are disgusted by the idea and would do so only if seduction is necessary for a pureblood to preserve a role as a confidant or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Miner’s Exchange Repairing the Building. Any of the characters can help repair the Miner’s Exchange. A character can help hold up the building’s bulk, pass materials to the skilled masons repairing the
finish the repairs. If they don’t, Halia grows frustrated. She chides the characters for getting in the way. Halia tells them not to bother her again until the miners are finished repairing the building
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Miner’s Exchange Repairing the Building. Any of the characters can help repair the Miner’s Exchange. A character can help hold up the building’s bulk, pass materials to the skilled masons repairing the
finish the repairs. If they don’t, Halia grows frustrated. She chides the characters for getting in the way. Halia tells them not to bother her again until the miners are finished repairing the building






