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Returning 35 results for 'belong being dread construct resolve'.
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races
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the
, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Lizardfolk The characters encounter 2d4 lizardfolk and a lizardfolk shaman. These lizardfolk belong to a tribe or kingdom in the Valley of Dread and can be appeased with food (one day’s supply per lizardfolk in the group). Otherwise they attack.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Lizardfolk The characters encounter 2d4 lizardfolk and a lizardfolk shaman. These lizardfolk belong to a tribe or kingdom in the Valley of Dread and can be appeased with food (one day’s supply per lizardfolk in the group). Otherwise they attack.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Lizardfolk The characters encounter 2d4 lizardfolk and a lizardfolk shaman. These lizardfolk belong to a tribe or kingdom in the Valley of Dread and can be appeased with food (one day’s supply per lizardfolk in the group). Otherwise they attack.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
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
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
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
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
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
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
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
from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet’s army on the plane of Acheron. This is a “privilege” that most goblins dread, fearing the Mighty One’s eternal tyranny even more than death.
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
from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet’s army on the plane of Acheron. This is a “privilege” that most goblins dread, fearing the Mighty One’s eternal tyranny even more than death.
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
from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet’s army on the plane of Acheron. This is a “privilege” that most goblins dread, fearing the Mighty One’s eternal tyranny even more than death.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon
throws against any effect that turns undead.
Actions
Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon
throws against any effect that turns undead.
Actions
Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon
throws against any effect that turns undead.
Actions
Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
fund new, better lives for themselves. What Mercy Wants. Mercy regards Docents (and any other items intended for warforged use) as sacred. The pilgrims believe that such objects belong in the hands
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
fund new, better lives for themselves. What Mercy Wants. Mercy regards Docents (and any other items intended for warforged use) as sacred. The pilgrims believe that such objects belong in the hands
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
fund new, better lives for themselves. What Mercy Wants. Mercy regards Docents (and any other items intended for warforged use) as sacred. The pilgrims believe that such objects belong in the hands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours.
Sacred Statue
Large Construct, As the Eidolon’s Alignment
, food, drink, or sleep.
Actions
Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours.
Sacred Statue
Large Construct, As the Eidolon’s Alignment
, food, drink, or sleep.
Actions
Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours.
Sacred Statue
Large Construct, As the Eidolon’s Alignment
, food, drink, or sleep.
Actions
Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn






