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Returning 22 results for 'both before distinct construct refugees'.
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both before distant construct refuges
Aarakocra
Legacy
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races
Elemental Evil Player's Companion
beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien
distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to Sharn, along with tourists, spies, merchants, and
the desperate… refugees who’ve lost everything in the war, orphans and urchins who never had anything to begin with. Modest services can be found, but overall the lower districts are squalid and poor; a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Elves Several distinct elven cultures inhabit Ansalon, including the Qualinesti and Silvanesti high elves, the Kagonesti wood elves, and the Dargonesti and Dimernesti sea elves. Over two thousand
intrude on the Kagonesti’s ancient forested lands, thousands of Silvanesti refugees have begun seeking their aid. While the Kagonesti welcome their cousins and seek to support them, they refuse to be
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Elves Several distinct elven cultures inhabit Ansalon, including the Qualinesti and Silvanesti high elves, the Kagonesti wood elves, and the Dargonesti and Dimernesti sea elves. Over two thousand
intrude on the Kagonesti’s ancient forested lands, thousands of Silvanesti refugees have begun seeking their aid. While the Kagonesti welcome their cousins and seek to support them, they refuse to be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to Sharn, along with tourists, spies, merchants, and
the desperate… refugees who’ve lost everything in the war, orphans and urchins who never had anything to begin with. Modest services can be found, but overall the lower districts are squalid and poor; a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to Sharn, along with tourists, spies, merchants, and
the desperate… refugees who’ve lost everything in the war, orphans and urchins who never had anything to begin with. Modest services can be found, but overall the lower districts are squalid and poor; a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Elves Several distinct elven cultures inhabit Ansalon, including the Qualinesti and Silvanesti high elves, the Kagonesti wood elves, and the Dargonesti and Dimernesti sea elves. Over two thousand
intrude on the Kagonesti’s ancient forested lands, thousands of Silvanesti refugees have begun seeking their aid. While the Kagonesti welcome their cousins and seek to support them, they refuse to be
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
every trapped tile, each word can have a distinct trap associated with it, as described below: Magic. The trap triggers normally, as described in this puzzle’s “Traps” section. Abjuration. The trap
mind. Unless the creature is a construct or undead, it must make a DC 13 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, it takes 10 (3d6) psychic damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
every trapped tile, each word can have a distinct trap associated with it, as described below: Magic. The trap triggers normally, as described in this puzzle’s “Traps” section. Abjuration. The trap
mind. Unless the creature is a construct or undead, it must make a DC 13 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, it takes 10 (3d6) psychic damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
every trapped tile, each word can have a distinct trap associated with it, as described below: Magic. The trap triggers normally, as described in this puzzle’s “Traps” section. Abjuration. The trap
mind. Unless the creature is a construct or undead, it must make a DC 13 Constitution saving throw. On a failure, the creature drops to 0 hit points. On a success, it takes 10 (3d6) psychic damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa never construct a building that isn’t absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into
. The four nexuses are each distinct in their own ways. Spring Nexus. Associated with Karametra, the Spring Nexus is located in a lavish garden just behind her temple in the city of Setessa. A large
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa never construct a building that isn’t absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into
. The four nexuses are each distinct in their own ways. Spring Nexus. Associated with Karametra, the Spring Nexus is located in a lavish garden just behind her temple in the city of Setessa. A large
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa never construct a building that isn’t absolutely necessary, and their homes and buildings are seamlessly integrated into the environment, with magic coaxing vegetation to weave together into
. The four nexuses are each distinct in their own ways. Spring Nexus. Associated with Karametra, the Spring Nexus is located in a lavish garden just behind her temple in the city of Setessa. A large
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan Generations ago, a fleet of Calishite refugees fleeing war in
asks them to create a distraction so some Flaming Fist soldiers stop harassing a newly arrived family of refugees he’s helping.
12 A merchant and gate guard argue over how to accurately measure
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
family of refugees he’s helping. 12 A merchant and gate guard argue over how to accurately measure and compare the sizes of an unusually small donkey and an exceptionally large peacock. They ask for a
spends entirely too much time in the cult’s trophy locker, a cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
family of refugees he’s helping. 12 A merchant and gate guard argue over how to accurately measure and compare the sizes of an unusually small donkey and an exceptionally large peacock. They ask for a
spends entirely too much time in the cult’s trophy locker, a cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan Generations ago, a fleet of Calishite refugees fleeing war in
asks them to create a distraction so some Flaming Fist soldiers stop harassing a newly arrived family of refugees he’s helping.
12 A merchant and gate guard argue over how to accurately measure
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan Generations ago, a fleet of Calishite refugees fleeing war in
asks them to create a distraction so some Flaming Fist soldiers stop harassing a newly arrived family of refugees he’s helping.
12 A merchant and gate guard argue over how to accurately measure
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
family of refugees he’s helping. 12 A merchant and gate guard argue over how to accurately measure and compare the sizes of an unusually small donkey and an exceptionally large peacock. They ask for a
spends entirely too much time in the cult’s trophy locker, a cold-storage facility where he’s using pieces harvested from victims and livestock to construct a ram-headed flesh golem. Little Calimshan
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
is the franchisees’ responsibility). But over time, characters in an Acq Inc campaign are granted resources to help construct the headquarters of their dreams! Each franchise rank affords the
a D&D campaign, including a general sense of campaigns being high magic, low magic, or the D&D standard in between.
An Acquisitions Incorporated campaign has its own distinct feel, as talked about
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
is the franchisees’ responsibility). But over time, characters in an Acq Inc campaign are granted resources to help construct the headquarters of their dreams! Each franchise rank affords the
a D&D campaign, including a general sense of campaigns being high magic, low magic, or the D&D standard in between.
An Acquisitions Incorporated campaign has its own distinct feel, as talked about
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
is the franchisees’ responsibility). But over time, characters in an Acq Inc campaign are granted resources to help construct the headquarters of their dreams! Each franchise rank affords the
a D&D campaign, including a general sense of campaigns being high magic, low magic, or the D&D standard in between.
An Acquisitions Incorporated campaign has its own distinct feel, as talked about