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Returning 35 results for 'black blocking diffusing correctly run'.
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black blocking diffusing currently run
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, twisting tunnels open up within it. One of these passageways serves as the lair’s only entrance, and a large central chamber serves as the meenlocks’ den. Inside the warren, black moss
its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.
Telepathic Torment
Up to four meenlocks can telepathically torment one
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the
Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
Sage
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
master in your fields of study.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead
information.
2
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3
Unlocking an ancient mystery is worth the price of a civilization.
4
I overlook
Backgrounds
Baldur’s Gate: Descent into Avernus
Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to
back.
d6
Flaw
1
I am easily distracted by the promise of information.
2
Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3
Kobold
Legacy
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
him back to his palace for punishment. Hook. Astarion (Medium Vampire Spawn) invites the characters to Rat’s Run to socialize. Astarion then notices several disguised members of Cazador’s “family
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Mysterious Leadership The staff members of Rat’s Run include retired sailors as well as those working off debts to various overlords. The staff members report to a manager, who runs the establishment
and is loyal to its mysterious owner. Reigra Clawcroft For the past two hundred years, a Rakshasa named Reigra Clawcroft has owned Rat’s Run. Reigra was once a fearsome pirate captain who took the
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
him back to his palace for punishment. Hook. Astarion (Medium Vampire Spawn) invites the characters to Rat’s Run to socialize. Astarion then notices several disguised members of Cazador’s “family
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Mysterious Leadership The staff members of Rat’s Run include retired sailors as well as those working off debts to various overlords. The staff members report to a manager, who runs the establishment
and is loyal to its mysterious owner. Reigra Clawcroft For the past two hundred years, a Rakshasa named Reigra Clawcroft has owned Rat’s Run. Reigra was once a fearsome pirate captain who took the
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Mysterious Leadership The staff members of Rat’s Run include retired sailors as well as those working off debts to various overlords. The staff members report to a manager, who runs the establishment
and is loyal to its mysterious owner. Reigra Clawcroft For the past two hundred years, a Rakshasa named Reigra Clawcroft has owned Rat’s Run. Reigra was once a fearsome pirate captain who took the
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
him back to his palace for punishment. Hook. Astarion (Medium Vampire Spawn) invites the characters to Rat’s Run to socialize. Astarion then notices several disguised members of Cazador’s “family
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y2. Berserker Cairns Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks. These burial mounds predate the arrival
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y2. Berserker Cairns Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks. These burial mounds predate the arrival
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Y2. Berserker Cairns Dirt trails run along two concentric rings of cairns that encircle the hillside. Each cairn is a ten-foot-high mound of slimy black rocks. These burial mounds predate the arrival
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it: Solinari’s white light shines into the white tower’s lunarium (area U1). Lunitari’s red light shines into the red tower’s lunarium (area U2). Nuitari’s black light shines into the black tower’s
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it: Solinari’s white light shines into the white tower’s lunarium (area U1). Lunitari’s red light shines into the red tower’s lunarium (area U2). Nuitari’s black light shines into the black tower’s
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it: Solinari’s white light shines into the white tower’s lunarium (area U1). Lunitari’s red light shines into the red tower’s lunarium (area U2). Nuitari’s black light shines into the black tower’s
minutes. Solid moonlight also extends into the Ethereal Plane, blocking ethereal travel through it. The ritual is powered by the rod piece and is therefore unaffected by the Antimagic Field spell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
heart through this passage leads to the area above the Lambent Zenith’s prow (area Z19). A3: Flooded Atrium The air here is humid. Pooled on the floor is black sludge that shimmers like an oil slick
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
heart through this passage leads to the area above the Lambent Zenith’s prow (area Z19). A3: Flooded Atrium The air here is humid. Pooled on the floor is black sludge that shimmers like an oil slick
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
heart through this passage leads to the area above the Lambent Zenith’s prow (area Z19). A3: Flooded Atrium The air here is humid. Pooled on the floor is black sludge that shimmers like an oil slick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
) sleep and play here. Qurrok has hollowed out several large rocks for the young bears to run through and climb on.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Intrigue Though the village is small and unassuming overall, it’s also the site of a smuggling operation run out of Uskarn’s large port district. Several of Merrick’s deputies are in the pocket of
Griff Talsin (CE male human bandit captain), ostensibly a maritime merchant who trades in fine cloth and dry goods. Talsin is actually a black-hearted privateer who gets most of his wares from illegal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
) sleep and play here. Qurrok has hollowed out several large rocks for the young bears to run through and climb on.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Intrigue Though the village is small and unassuming overall, it’s also the site of a smuggling operation run out of Uskarn’s large port district. Several of Merrick’s deputies are in the pocket of
Griff Talsin (CE male human bandit captain), ostensibly a maritime merchant who trades in fine cloth and dry goods. Talsin is actually a black-hearted privateer who gets most of his wares from illegal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
) sleep and play here. Qurrok has hollowed out several large rocks for the young bears to run through and climb on.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Intrigue Though the village is small and unassuming overall, it’s also the site of a smuggling operation run out of Uskarn’s large port district. Several of Merrick’s deputies are in the pocket of
Griff Talsin (CE male human bandit captain), ostensibly a maritime merchant who trades in fine cloth and dry goods. Talsin is actually a black-hearted privateer who gets most of his wares from illegal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Inner Blingdenstone, but are empty and strewn with rubble.
Humidity. A few shallow pools and streams run through the area, making the air damp and chill. Pools are difficult terrain.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Inner Blingdenstone, but are empty and strewn with rubble.
Humidity. A few shallow pools and streams run through the area, making the air damp and chill. Pools are difficult terrain.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Inner Blingdenstone, but are empty and strewn with rubble.
Humidity. A few shallow pools and streams run through the area, making the air damp and chill. Pools are difficult terrain.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
charge in this area causes the steward to run back if they are elsewhere, or rush off to perform some task or deliver a muddled message to the ettin. In the course of doing so, they confuse matters such
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
charge in this area causes the steward to run back if they are elsewhere, or rush off to perform some task or deliver a muddled message to the ettin. In the course of doing so, they confuse matters such






