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Returning 35 results for 'berries building diffusing called reborn'.
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Monsters
Curse of Strahd
his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do
desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled
Monsters
Vecna: Eve of Ruin
fails.Lady Alustriel Silverhand, called the Shining Lady, has been an influential wizard and proponent of good across Toril for centuries. Alustriel is one of the Seven Sisters—immortal daughters
are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of
Monsters
Icewind Dale: Rime of the Frostmaiden
the effect on itself on a success.Third Form
Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Netheril Returned In 1372 DR, the flying city of Thultanthar, also called the City of Shade, emerged from the Shadowfell, where it had lain hidden for centuries. The city’s rulers, calling themselves
Shadovar, began rebuilding the long-lost Netherese empire, even returning life and growth to the desert. They dubbed this reborn empire the Empire of Shade. Thultanthar crashed to the ground in 1487
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Netheril Returned In 1372 DR, the flying city of Thultanthar, also called the City of Shade, emerged from the Shadowfell, where it had lain hidden for centuries. The city’s rulers, calling themselves
Shadovar, began rebuilding the long-lost Netherese empire, even returning life and growth to the desert. They dubbed this reborn empire the Empire of Shade. Thultanthar crashed to the ground in 1487
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Netheril Returned In 1372 DR, the flying city of Thultanthar, also called the City of Shade, emerged from the Shadowfell, where it had lain hidden for centuries. The city’s rulers, calling themselves
Shadovar, began rebuilding the long-lost Netherese empire, even returning life and growth to the desert. They dubbed this reborn empire the Empire of Shade. Thultanthar crashed to the ground in 1487
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Who Is Tatyana? When building your version of Tatyana, use the Tatyana’s Incarnation table to determine the character’s basic description. Once you’re satisfied, consult the following “Connection to
Indirovich of the village of Barovia
2 Ez d’Avenir,* vampire slayer and protégé of Rudolph van Richten
3 Vasilka, a flesh golem or reborn (see chapter 1) who lives in the abbey near the
Kenku
Legacy
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Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Who Is Tatyana? When building your version of Tatyana, use the Tatyana’s Incarnation table to determine the character’s basic description. Once you’re satisfied, consult the following “Connection to
Indirovich of the village of Barovia
2 Ez d’Avenir,* vampire slayer and protégé of Rudolph van Richten
3 Vasilka, a flesh golem or reborn (see chapter 1) who lives in the abbey near the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Who Is Tatyana? When building your version of Tatyana, use the Tatyana’s Incarnation table to determine the character’s basic description. Once you’re satisfied, consult the following “Connection to
Indirovich of the village of Barovia
2 Ez d’Avenir,* vampire slayer and protégé of Rudolph van Richten
3 Vasilka, a flesh golem or reborn (see chapter 1) who lives in the abbey near the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Goldenfields Goldenfields is a huge walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the granary of the North,” it’s the only reason many Northerners ever taste soft
-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Goldenfields Goldenfields is a huge walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the granary of the North,” it’s the only reason many Northerners ever taste soft
-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Goldenfields Goldenfields is a huge walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the granary of the North,” it’s the only reason many Northerners ever taste soft
-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Goldenfields is a huge, walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the Granary of the North,” it’s the only reason many Northerners ever taste soft
-fleshed fruit larger than bush berries. Waterdeep and its neighbors consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs preserved in vast storage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Goldenfields is a huge, walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the Granary of the North,” it’s the only reason many Northerners ever taste soft
-fleshed fruit larger than bush berries. Waterdeep and its neighbors consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs preserved in vast storage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Goldenfields is a huge, walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the Granary of the North,” it’s the only reason many Northerners ever taste soft
-fleshed fruit larger than bush berries. Waterdeep and its neighbors consume the temple’s reliable output: carefully husbanded grains and dried, oil-packed, or salted foodstuffs preserved in vast storage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Backgrounds
Guildmasters’ Guide to Ravnica
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
that closed around Kalakeri. The storm lashed Kalakeri for weeks, and when it reached its height, Ramya emerged from her watery grave. Reborn with terrifying power, she called upon those who had been
elephants crushed them to death. Their wails of terror left Ramya unmoved. Arijani and Reeva’s plots didn’t end with their lives, however. They too were reborn, transformed into fiends with animalistic






