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Returning 35 results for 'both beyond down change runs'.
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Cube of Force
Legacy
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Magic Items
Basic Rules (2014)
minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite
Monsters
Dragons of Stormwreck Isle
to 60 feet away from Runara.
Change Shape. Runara magically transforms into a Humanoid or Beast that is Medium or Small, while retaining her game statistics (other than her size). This transformation
;a fearsome opponent or a powerful ally. Her capabilities go beyond what is presented here.
Bronze Dragons
Many bronze dragons are friendly coastal dwellers who enjoy watching ships and sailors.Lightning
Gynosphinx
Legacy
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Monsters
Basic Rules (2014)
spells, using a spell slot as normal.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
Monsters
Guildmasters’ Guide to Ravnica
criminals and compel truth from them.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals
within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures
Androsphinx
Legacy
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Monsters
Basic Rules (2014)
ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can
immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other
Monsters
Lost Laboratory of Kwalish
, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the
.
The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
Comet. If you single
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Firbolg
Legacy
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Species
Volo's Guide to Monsters
. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?
Natural Druids
Firbolgs have a talent for druidic magic
world.
A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to
Fighter
Legacy
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Classes
Basic Rules (2014)
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
Magic Items
Lost Laboratory of Kwalish
spades
Rogue
Two of spades
Balance
Joker (with TM)
Fool
Joker (without TM)
Jester
Balance. Your mind suffers a wrenching alteration, causing your alignment to change for
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
Monsters
Icewind Dale: Rime of the Frostmaiden
away. Auril instantly reappears in her Auril (Second Form);second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change.
Innate
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Wizard
Legacy
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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
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
Human
Legacy
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Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Monsters
Fizban's Treasury of Dragons
protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change
Monsters
Fizban's Treasury of Dragons
understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive
","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change. Consistency is stagnation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
change in weather to persist.
Pure Waters. Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.
Realm of Respite. Curses
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
", "rollType":"damage", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape
dragon.
Underground River. Where an underground river runs along the outside edge of the lair, the dragon has slowed its flow with a rocky dam, creating a small pool in which to bathe and raise aquatic
Monsters
Icewind Dale: Rime of the Frostmaiden
ice, whereupon Auril instantly reappears in her Auril (Third Form);third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
)
2
Change. Consistency is stagnation. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
Territoriality. Any creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, a D&D campaign runs the risk of retreading the same ground long after the enjoyment’s gone. Just as actors or writers drift away from those other mediums, so can players — the actors and writers of a
D&D game. Games stagnate when the story meanders too long without a change in tone, when the same villains and similar adventures grow tiresome and predictable, and when the world doesn’t change
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K13. Turret Post Access Hall This long, narrow corridor runs east to west. Cobwebs fill the hall, obstructing sight beyond a few feet.
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0
. Where an underground river runs along the outside edge of the lair, the dragon has slowed its flow with a rocky dam, creating a small pool in which to bathe and raise aquatic delicacies.
Guest Suite
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Beyond the Trackless Sea Farther to the west, past even Evermeet, are untold, unknown lands beyond the Trackless Sea. Many explorers have visited such lands, and some have even returned, bearing
tales that change from generation to generation about exotic locales, from island chains that are the sites of countless shipwrecks, to fearsome feather-clad warriors, and vast continents that suddenly appeared where nothing — or something very much different — had rested only seasons prior.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
part of the adventure, read the following: The passage from Wind’s End runs through ancient stone, winding through darkness alive with skittering insects. After traveling for hundreds of feet, you pass
a large seam in the wall, after which the rock’s texture abruptly changes. Ahead, the tunnels stretch on.
The change in the rock marks the transition from the natural stone of the local cliffs to
Kobold
Legacy
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Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
, requiring a successful DC 25 Strength (Athletics) check. Lighting. The only light is what the characters bring with them. Gravity Plane. The gravity plane for the tyrant ship runs midway through its
roughly spherical mass. This means that where you’re standing in any given room can change depending on which deck you happen to be on. For example, the floor of the Hollow Deck is the bowl-shaped surface nearest the Command Deck.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. The Guts & Garters A sullen, soft-spoken tiefling named Quietude runs Skullport’s last remaining inn and spies on guests for Xanathar. The inn is a run-down structure with windows so shrouded in
grime as to be almost opaque. Quietude rents bedrooms for 5 gp per day. The inn’s cellar contains a secret door that requires a successful DC 15 Wisdom (Perception) check to detect. Beyond the secret
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K71. Kingsmen Quarters This dark passage runs for twenty feet, connecting an archway to the west with an ascending stone staircase to the east. To the north and south are four ten-foot-square alcoves
cluttered with rotting cots and dirty rags. The ceilings here are covered with yellow lichen. The yellow lichen is harmless. Beyond the archway to the west is area K70. The staircase (area K20a) that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
back home to the large city over the hills, and now his niece runs the family business. That sort of change — one that has nothing to do with the adventurers directly, but one that they’ll notice
, game products, and digital games are assumed to take place. The world is yours to change as you see fit and yours to modify as you explore the consequences of the players’ actions. Your world is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
bring gold to the town’s merchants and craftsfolk, and Governor Nighthill runs the town at the behest of the inhabitants. The adventurers might be on the road from one town to another or returning to
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
lesser creatures. (Any)
2
Change. Consistency is stagnation. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
bring gold to the town’s merchants and craftsfolk, and Governor Nighthill runs the town at the behest of the inhabitants. The adventurers might be on the road from one town to another or returning to
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
they’ll brush shoulders with immortals and discover a plot to forever change the multiverse. The information in this book is for the Dungeon Master’s eyes only. If you’re planning to play the
characters aren’t familiar with Sigil or traveling the planes. Use the details herein and in Sigil and the Outlands to help characters tour the City of Doors, the Outlands, and beyond. E.W. Hekaton Surreal wildernesses cover the Outlands, The realm at the hub of the Outer Planes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
walls beyond your circle of light. The air is cold and damp, and you can hear a waterfall somewhere in the blackness, along with faint echoes of battle.
The echoes of battle are always in the
darkness beyond the range of the characters’ light and darkvision. As characters move toward the apparent source, the echoes become more distant, as though originating somewhere else. Unless the characters
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
settlement’s underwater maze. In exchange for their aid, he offers them valuable information. Den of Thieves. Goods change hands in the Red Shallows with every conversation. The adventurers need to convince






