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Returning 35 results for 'bones because diffusing cities rage'.
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Monsters
Forgotten Realms: Adventures in Faerûn
hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from
legendary city of magic.
5
Netheril, an empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments
Monsters
Forgotten Realms: Adventures in Faerûn
melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit
.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region containing an adult or ancient spirit dragon’s lair is changed by its presence
Monsters
Forgotten Realms: Adventures in Faerûn
potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it
magic.
5
Netheril, an empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient
Monsters
Forgotten Realms: Adventures in Faerûn
, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a
empire of arcane secrets.
6
Ostoria, the first kingdom of the giants.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can finish such a gory feast.
After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll’s
“blessing” and worship of Vaprak from one generation to the next.ColdVaprak’s Rage (Recharges after a Short or Long Rest). The giant enters a rage. The rage lasts for 1 minute or until
Monsters
Eberron: Rising from the Last War
Tulkhesh regains spent legendary actions at the start of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions
can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
Rak Tulkhesh
Called the Rage of War, Rak Tulkhesh is the incarnation of
Monsters
Dragonlance: Shadow of the Dragon Queen
echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to
personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.
A death dragon’s bones burn with violet Cataclysmic fire, which it can
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with
Monsters
Storm King's Thunder
planted rumors in the storm giant court that the queen had been assassinated by the Lords’ Alliance, a confederacy of cities and settlements populated by small folk and scattered throughout the
their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Primal Instinct People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Primal Instinct People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Primal Instinct People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Instinct People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Instinct People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Instinct People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About the Plains Gatherhold is one of the only cities in the Talenta Plains. All tribes come to Gatherhold to trade, hold councils, and settle disputes. House Ghallanda maintains
ancestral homeland. The dragonmarked bloodlines are spread throughout the tribes, and you can play a dragonmarked halfling from the Plains who doesn’t work for the houses. Stories speak of ancient ruins that date back to the first age of the world, and of a vast graveyard holding the bones of dragons.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About the Plains Gatherhold is one of the only cities in the Talenta Plains. All tribes come to Gatherhold to trade, hold councils, and settle disputes. House Ghallanda maintains
ancestral homeland. The dragonmarked bloodlines are spread throughout the tribes, and you can play a dragonmarked halfling from the Plains who doesn’t work for the houses. Stories speak of ancient ruins that date back to the first age of the world, and of a vast graveyard holding the bones of dragons.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be utterly destroyed. If the characters finish off Strahd in his coffin, read: Strahd can’t hide his surprise as death takes him into the black abyss. Surprise turns to rage, and the Pillarstone of
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About the Plains Gatherhold is one of the only cities in the Talenta Plains. All tribes come to Gatherhold to trade, hold councils, and settle disputes. House Ghallanda maintains
ancestral homeland. The dragonmarked bloodlines are spread throughout the tribes, and you can play a dragonmarked halfling from the Plains who doesn’t work for the houses. Stories speak of ancient ruins that date back to the first age of the world, and of a vast graveyard holding the bones of dragons.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be utterly destroyed. If the characters finish off Strahd in his coffin, read: Strahd can’t hide his surprise as death takes him into the black abyss. Surprise turns to rage, and the Pillarstone of
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be utterly destroyed. If the characters finish off Strahd in his coffin, read: Strahd can’t hide his surprise as death takes him into the black abyss. Surprise turns to rage, and the Pillarstone of
and sink into his skull as his corpse deteriorates before you. In a matter of moments, only bones, dust, and noble garb remain. Strahd von Zarovich, the dark lord of Barovia, is dead and gone.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the following boxed text to the players: A colossal dragon’s skull leans against a mountainside, surrounded by bones the size of houses. Acrid smoke rises from the skull’s maw. A military tent has
been pitched among the bones, and parked next to it is a two-wheeled infernal war machine.
Gathered around this tent are a dozen chattering, reptilian humanoids with gleaming swords, white scales, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the following boxed text to the players: A colossal dragon’s skull leans against a mountainside, surrounded by bones the size of houses. Acrid smoke rises from the skull’s maw. A military tent has
been pitched among the bones, and parked next to it is a two-wheeled infernal war machine.
Gathered around this tent are a dozen chattering, reptilian humanoids with gleaming swords, white scales, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the following boxed text to the players: A colossal dragon’s skull leans against a mountainside, surrounded by bones the size of houses. Acrid smoke rises from the skull’s maw. A military tent has
been pitched among the bones, and parked next to it is a two-wheeled infernal war machine.
Gathered around this tent are a dozen chattering, reptilian humanoids with gleaming swords, white scales, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or the inspiration for a barbarian’s rage. Are you still loyal to your dark lord, or did you break free from its influence? Either way, work with the DM to develop the details of your overlord
the servants of your former master? Or are you a pawn in a conflict between overlords? You might serve an evil force, but the cultists you fight serve even darker powers.
Cities and Sites
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
or the inspiration for a barbarian’s rage. Are you still loyal to your dark lord, or did you break free from its influence? Either way, work with the DM to develop the details of your overlord
the servants of your former master? Or are you a pawn in a conflict between overlords? You might serve an evil force, but the cultists you fight serve even darker powers.
Cities and Sites






