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Returning 8 results for 'both barriers diffusing cultures release'.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
varied cultures and races, Faerûn is dominated by human lands, be they kingdoms, city-states, or carefully maintained alliances of rural communities. Interspersed among the lands of humans are old dwarven
, heedless or unknowing of the danger, unlock a ruin or a tomb and release an ancient evil into the world? Most of the people who populate the continent have little or no knowledge of lands outside Faerûn
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
compendium
- Sources->Dungeons & Dragons->Exploring Eberron
, while yugoloths dwell in layers bound to the Amaranthine City. Some layers are bounded by physical barriers, but most either loop back on themselves or end in walls of fog—not unlike the dead-gray
from dramatically different cultures; some are the work of celestials, while others might have been created by the giants of Xen’drik. At the center lies a massive tomb-palace. Its style suggests the
compendium
- Sources->Dungeons & Dragons->Exploring Eberron
knowledge of the sea is vitally important for sailors; if you venture off the approved trade routes, you need to chart a course that will avoid the storms. Lamannian manifest zones often release
sahuagin city-states, such beasts have been tamed or destroyed. All cultures of the Thunder Sea farm fish like the people of the land farm sheep or cattle; a pod of whales may be carefully managed and
compendium
- Sources->Dungeons & Dragons->Exploring Eberron
knowledge of the sea is vitally important for sailors; if you venture off the approved trade routes, you need to chart a course that will avoid the storms. Lamannian manifest zones often release
sahuagin city-states, such beasts have been tamed or destroyed. All cultures of the Thunder Sea farm fish like the people of the land farm sheep or cattle; a pod of whales may be carefully managed and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a
impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. No other dragon comes close to the arrogance of the red dragon. These






