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Returning 35 results for 'blocks before diffusing coming rin'.
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blocks before diffusing combine rin
black before diffusing combine rin
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy. Ki-rins are attracted to the worship of deities
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
races
Acquisitions Incorporated
the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only
, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee
UNDERLYING IMPROVEMENTS
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy. Ki-rins are attracted to the worship of deities
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy. Ki-rins are attracted to the worship of deities
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
altogether. Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
altogether. Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
altogether. Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Challenge Rating Challenge 0 (0–10 XP) Cranium rat
Challenge 1/8 (25 XP) Boggle
Dolphin
Neogi hatchling
Xvart
Challenge 1/4 (50 XP) Apprentice wizard
Cow (ox, rothé
Death kiss
Froghemoth
Stone giant dreamwalker
Challenge 11 (7,200 XP) Cloud giant smiling one
Morkoth
Challenge 12 (8,400 XP) Archdruid
Frost giant everlasting one
Ki-rin
Morkoth (in lair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Challenge Rating Challenge 0 (0–10 XP) Cranium rat
Challenge 1/8 (25 XP) Boggle
Dolphin
Neogi hatchling
Xvart
Challenge 1/4 (50 XP) Apprentice wizard
Cow (ox, rothé
Death kiss
Froghemoth
Stone giant dreamwalker
Challenge 11 (7,200 XP) Cloud giant smiling one
Morkoth
Challenge 12 (8,400 XP) Archdruid
Frost giant everlasting one
Ki-rin
Morkoth (in lair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Creature Type Aberrations Death kiss
Elder brain
Gauth
Gazer
Mindwitness
Morkoth
Neogi
Neogi hatchling
Neogi master
Neothelid
Ulitharid
Beasts Aurochs
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stat Blocks by Challenge Rating Challenge 0 (0–10 XP) Cranium rat
Challenge 1/8 (25 XP) Boggle
Dolphin
Neogi hatchling
Xvart
Challenge 1/4 (50 XP) Apprentice wizard
Cow (ox, rothé
Death kiss
Froghemoth
Stone giant dreamwalker
Challenge 11 (7,200 XP) Cloud giant smiling one
Morkoth
Challenge 12 (8,400 XP) Archdruid
Frost giant everlasting one
Ki-rin
Morkoth (in lair
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
and exit her lair, and her enormous tracks can be seen coming and going from an even larger room to the north (area 3), from which chanting can be heard and torchlight seen.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
and exit her lair, and her enormous tracks can be seen coming and going from an even larger room to the north (area 3), from which chanting can be heard and torchlight seen.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Entrance Chamber Partition walls made of tight-fitting sandstone blocks support the ceiling of this chamber, which contains a 20-foot-high hill of sand. Twenty feet above the top of the mound is a
and exit her lair, and her enormous tracks can be seen coming and going from an even larger room to the north (area 3), from which chanting can be heard and torchlight seen.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
What Tarina Knows Once her pirate friends are dealt with, Tarina shares the following information with the characters: “Several blocks northwest of here is a public bathhouse with a walled garden and
frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and I’m told there’s a secret door inside that leads to a dungeon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
What Tarina Knows Once her pirate friends are dealt with, Tarina shares the following information with the characters: “Several blocks northwest of here is a public bathhouse with a walled garden and
frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and I’m told there’s a secret door inside that leads to a dungeon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
What Tarina Knows Once her pirate friends are dealt with, Tarina shares the following information with the characters: “Several blocks northwest of here is a public bathhouse with a walled garden and
frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and I’m told there’s a secret door inside that leads to a dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters table to determine whether the party has a random encounter. If the party is using a light source, creatures that encounter them almost certainly know the characters are coming and set up an
for a missing tribe member who’s been acting strangely. 8 1d6 troglodytes and a barlgura are looking for a fight. 9 A patch of 2d4 shriekers blocks the way ahead; if they shriek, roll 1d8 on this table to see what creatures come to investigate. 10–20 No encounter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters table to determine whether the party has a random encounter. If the party is using a light source, creatures that encounter them almost certainly know the characters are coming and set up an
for a missing tribe member who’s been acting strangely. 8 1d6 troglodytes and a barlgura are looking for a fight. 9 A patch of 2d4 shriekers blocks the way ahead; if they shriek, roll 1d8 on this table to see what creatures come to investigate. 10–20 No encounter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters table to determine whether the party has a random encounter. If the party is using a light source, creatures that encounter them almost certainly know the characters are coming and set up an
for a missing tribe member who’s been acting strangely. 8 1d6 troglodytes and a barlgura are looking for a fight. 9 A patch of 2d4 shriekers blocks the way ahead; if they shriek, roll 1d8 on this table to see what creatures come to investigate. 10–20 No encounter.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
Strength of 20 or higher can force the gate open with a successful DC 25 Strength check. The first thing you notice as you enter the room is a heavy, unpleasant musk in the air, coming from cages
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
Strength of 20 or higher can force the gate open with a successful DC 25 Strength check. The first thing you notice as you enter the room is a heavy, unpleasant musk in the air, coming from cages
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival Characters who come here from Falcon’s Hunting Lodge arrive from the west. Those coming from the Circle of Thunder arrive from the north. WOODLAND MANSE FEATURES
The manse is a dilapidated
12 Constitution saving throw or take 2 (1d4) poison damage.
Light. Most locations on the ground floor are dark, as the ivy blocks out the natural light except in areas that are open to the sky (such
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival Characters who come here from Falcon’s Hunting Lodge arrive from the west. Those coming from the Circle of Thunder arrive from the north. WOODLAND MANSE FEATURES
The manse is a dilapidated
12 Constitution saving throw or take 2 (1d4) poison damage.
Light. Most locations on the ground floor are dark, as the ivy blocks out the natural light except in areas that are open to the sky (such
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
Strength of 20 or higher can force the gate open with a successful DC 25 Strength check. The first thing you notice as you enter the room is a heavy, unpleasant musk in the air, coming from cages
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival Characters who come here from Falcon’s Hunting Lodge arrive from the west. Those coming from the Circle of Thunder arrive from the north. WOODLAND MANSE FEATURES
The manse is a dilapidated
12 Constitution saving throw or take 2 (1d4) poison damage.
Light. Most locations on the ground floor are dark, as the ivy blocks out the natural light except in areas that are open to the sky (such
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
living by traveling road or sea set out immediately following the holiday, before winter comes on in full force and blocks mountain passes and harbors. The Feast of the Moon. As nights lengthen and
, offer prayers for the fallen, and prepare for the coming cold. The Calendar of Harptos Month Name Common Name 1 Hammer Deepwinter Annual Holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
living by traveling road or sea set out immediately following the holiday, before winter comes on in full force and blocks mountain passes and harbors. The Feast of the Moon. As nights lengthen and
, offer prayers for the fallen, and prepare for the coming cold. The Calendar of Harptos Month Name Common Name 1 Hammer Deepwinter Annual Holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
49. Maze of Death Stone slabs seal off the entrances to this corner of the dungeon. 49A. Stone Slabs When the characters reach either entrance, read: A stone slab blocks the end of this corridor
emanating from it. A successful DC 12 Wisdom (Perception) check allows a character to make out words in Abyssal that translate as follows: “Darkness is coming for you. Your doom is at hand.” 49C. Black
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
49. Maze of Death Stone slabs seal off the entrances to this corner of the dungeon. 49A. Stone Slabs When the characters reach either entrance, read: A stone slab blocks the end of this corridor
emanating from it. A successful DC 12 Wisdom (Perception) check allows a character to make out words in Abyssal that translate as follows: “Darkness is coming for you. Your doom is at hand.” 49C. Black






