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Returning 9 results for 'both border diffusing conversely realizes'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Border Ethereal From the Border Ethereal, a traveler can see into whatever plane it overlaps, but that plane appears muted and indistinct, its colors blurring into each other and its edges turning
fuzzy. Ethereal denizens watch the plane as though peering through distorted and frosted glass, and can’t see anything beyond 30 feet into the other plane. Conversely, the Ethereal Plane is usually
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
30 feet into the other plane. Conversely, the Ethereal Plane is usually imperceptible to those on the overlapped planes, except with the aid of magic. Normally, creatures in the Border Ethereal can’t
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
Kobold
Legacy
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Species
Volo's Guide to Monsters
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
neighboring tribes that want exclusive claim to a flock of mountain goats might skirmish with each other every few days. Eventually the leader of one warring tribe realizes it is losing due to attrition and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
supernatural means, it realizes that its spirit is trapped within the Mists, likely forever. Using the rules for “Fear and Stress” from chapter 4, the creature gains a new Seed of Fear. If a being with a soul
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
whips out a bone saw and asks which of the characters she can help first. When she realizes the characters aren’t customers, Arla is disappointed, but she’s open to their questions. She despises Dran
. Conversely, the NPCs the players most actively dislike could become foes, joining Dran Enterprises or the Six, then appearing later in the campaign to pay the characters back for some real or imagined
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contain the clan’s history—four scrolls per case. The scrolls are in Dwarvish, the written language of giants. A character who can speak Dwarvish or Giant realizes that these writings tell the history of
from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
on a DC 14 Intelligence (Arcana) check realizes they have fallen under the enchantment of the Fountain All Heal (area G9). Characters who visited the fountain earlier make this check with advantage
or destroyed. P9: Roof Gardens Crenelated parapets border the palace’s open, flat roof. Four beds of subtly colored flowers are divided by gravel paths. In the center of the beds where the paths cross
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters can hear fragments of the discussion taking place in the throne room (area 42). Conversely, the baron and those with him in area 42 can hear any noisy activity in the banquet hall. 42. Throne
hidden under the lid of the coffer. This slot cannot be opened by using thieves’ tools. A character who succeeds on a DC 16 Intelligence (Investigation) check notices the slot and realizes that the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
unskilled eye they appear reasonably valuable. A character who makes a successful DC 10 Intelligence (Investigation) check realizes their true nature. A hidden space under the throne can be discovered
42 or area 48) will come to investigate within 1d6 rounds. Conversely, any lizardfolk that want to pass into the western part of the lair are accompanied to the gate by a guard patrol, and the gate is






