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Returning 18 results for 'both both drives continually relief'.
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Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
greater than me; it is greater than us all. It is His mark. He made us. He drives us. He eats what we eat. He kills what we kill. He will come if we eat well. He will come if we kill well. He will
abates only when it kills and eats intelligent creatures. Other prey might provide temporary sustenance, but it does nothing to quell Yeenoghu’s hunger. Gnolls wander the land continually in search of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
greater than me; it is greater than us all. It is His mark. He made us. He drives us. He eats what we eat. He kills what we kill. He will come if we eat well. He will come if we kill well. He will
abates only when it kills and eats intelligent creatures. Other prey might provide temporary sustenance, but it does nothing to quell Yeenoghu’s hunger. Gnolls wander the land continually in search of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
greater than me; it is greater than us all. It is His mark. He made us. He drives us. He eats what we eat. He kills what we kill. He will come if we eat well. He will come if we kill well. He will
abates only when it kills and eats intelligent creatures. Other prey might provide temporary sustenance, but it does nothing to quell Yeenoghu’s hunger. Gnolls wander the land continually in search of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
underground, and within easy reach of humanoids and their succulent brains. No two lairs are the same, as the resident elder brain drives the form and function of each one. The lair shown in the
particular colony’s elder brain is something of a bully, and has been known to destroy illithids that outwit it in discussions. Guardrooms Chambers on the perimeter of the lair are continually
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
underground, and within easy reach of humanoids and their succulent brains. No two lairs are the same, as the resident elder brain drives the form and function of each one. The lair shown in the
particular colony’s elder brain is something of a bully, and has been known to destroy illithids that outwit it in discussions. Guardrooms Chambers on the perimeter of the lair are continually
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
underground, and within easy reach of humanoids and their succulent brains. No two lairs are the same, as the resident elder brain drives the form and function of each one. The lair shown in the
particular colony’s elder brain is something of a bully, and has been known to destroy illithids that outwit it in discussions. Guardrooms Chambers on the perimeter of the lair are continually
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
epitomizes the physical might and ruthlessness that orcs use to overwhelm their foes. He is the one who drives every thrust of an orc’s weapon, so that it does as much harm as possible. Fearless and
be broken and defeated by superior strength. Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
epitomizes the physical might and ruthlessness that orcs use to overwhelm their foes. He is the one who drives every thrust of an orc’s weapon, so that it does as much harm as possible. Fearless and
be broken and defeated by superior strength. Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
epitomizes the physical might and ruthlessness that orcs use to overwhelm their foes. He is the one who drives every thrust of an orc’s weapon, so that it does as much harm as possible. Fearless and
be broken and defeated by superior strength. Competing in Cruelty. Most young orcs that an explorer or an adventurer might encounters are followers of Bahgtru. Orcs of Bahgtru continually try to prove
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
note are located within the borders of Elturgard. I describe three of them briefly here. Berdusk. A large population of artisans drives the activity in the city of Berdusk. Its native nobility, the so
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
note are located within the borders of Elturgard. I describe three of them briefly here. Berdusk. A large population of artisans drives the activity in the city of Berdusk. Its native nobility, the so
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
note are located within the borders of Elturgard. I describe three of them briefly here. Berdusk. A large population of artisans drives the activity in the city of Berdusk. Its native nobility, the so
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamber’s center.
No one in the fire cult knows of
shimmers, smoke, and steam rise toward the domed ceiling, escaping through vents. Staircases rise at opposite ends of the room, and a smaller passage exits to the east. An efreeti drives azers and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamber’s center.
No one in the fire cult knows of
shimmers, smoke, and steam rise toward the domed ceiling, escaping through vents. Staircases rise at opposite ends of the room, and a smaller passage exits to the east. An efreeti drives azers and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamber’s center.
No one in the fire cult knows of
shimmers, smoke, and steam rise toward the domed ceiling, escaping through vents. Staircases rise at opposite ends of the room, and a smaller passage exits to the east. An efreeti drives azers and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
15 Intelligence (Arcana) check discerns the connection. If a character who can cast spells then succeeds on three consecutive DC 15 Intelligence (Arcana) checks while continually touching the wall, the
creatures are beneath him. He berates the characters at every opportunity, and he drives his underlings to cruelty. If reduced to 30 hit points or fewer, Var offers the party access to his glyph key’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
15 Intelligence (Arcana) check discerns the connection. If a character who can cast spells then succeeds on three consecutive DC 15 Intelligence (Arcana) checks while continually touching the wall, the
creatures are beneath him. He berates the characters at every opportunity, and he drives his underlings to cruelty. If reduced to 30 hit points or fewer, Var offers the party access to his glyph key’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
15 Intelligence (Arcana) check discerns the connection. If a character who can cast spells then succeeds on three consecutive DC 15 Intelligence (Arcana) checks while continually touching the wall, the
creatures are beneath him. He berates the characters at every opportunity, and he drives his underlings to cruelty. If reduced to 30 hit points or fewer, Var offers the party access to his glyph key’s






