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Returning 35 results for 'both building diffusing called recent'.
Monsters
Phandelver and Below: The Shattered Obelisk
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Psi-Charged Scimitar", "rollDamageType":"psychic"} psychic damage.Centuries ago, an abandoned duergar mining outpost called Zorzula’s Rest was
, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins’ descendants possess psionic powers, as
Species
Guildmasters’ Guide to Ravnica
The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various
called Simic hybrids, though they sometimes refer to themselves as guardians.
Extensive Adaptation
A hybrid’s biological enhancements can change its appearance drastically, though most hybrids
Monsters
Curse of Strahd
his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do
desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled
Monsters
Vecna: Eve of Ruin
fails.Lady Alustriel Silverhand, called the Shining Lady, has been an influential wizard and proponent of good across Toril for centuries. Alustriel is one of the Seven Sisters—immortal daughters
are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
embodiment of one of the five virtues the knights of the realm hold as standards of excellence.
The recent invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the
Monsters
Icewind Dale: Rime of the Frostmaiden
Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn’s relationship started off well, but in recent years it has become
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket
Daask Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber’s Gate and Malleon’s Gate districts of Sharn for the last decade. It is most infamous for its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket
Daask Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber’s Gate and Malleon’s Gate districts of Sharn for the last decade. It is most infamous for its
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
system has failed them. Daask makes its money through acts of violence, from mugging to armed robbery to outright pillaging. The group has diversified in recent years, building an extortion racket
Daask Formed by monstrous immigrants from Droaam, Daask has been building its power in the Khyber’s Gate and Malleon’s Gate districts of Sharn for the last decade. It is most infamous for its
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sahuagin and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sahuagin and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sahuagin and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft
your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Fishery In recent days, the town fishery has become a more permanent structure. During the day, the warehouse hosts several fishers selling their daily catches at stalls, and merchants who sell and
repair fishing equipment. At night, Leilon’s town council gathers within the building to discuss the construction of the town and active threats in the region. The current town council has the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Fishery In recent days, the town fishery has become a more permanent structure. During the day, the warehouse hosts several fishers selling their daily catches at stalls, and merchants who sell and
repair fishing equipment. At night, Leilon’s town council gathers within the building to discuss the construction of the town and active threats in the region. The current town council has the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Fishery In recent days, the town fishery has become a more permanent structure. During the day, the warehouse hosts several fishers selling their daily catches at stalls, and merchants who sell and
repair fishing equipment. At night, Leilon’s town council gathers within the building to discuss the construction of the town and active threats in the region. The current town council has the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Backgrounds
Guildmasters’ Guide to Ravnica
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
its agriculture. Sadly, its farmlands have become depleted in recent years. The struggle to survive grows ever more dire, and this year’s harvest is expected to be the poorest in recent memory. Locals
an invitation from Proclaimer Tungsten Ward, an acolyte who works at a temple in Promise called the Listening Post. Proclaimer Ward hopes you can find the lost verses of the Awakening Song, giving the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
its agriculture. Sadly, its farmlands have become depleted in recent years. The struggle to survive grows ever more dire, and this year’s harvest is expected to be the poorest in recent memory. Locals
an invitation from Proclaimer Tungsten Ward, an acolyte who works at a temple in Promise called the Listening Post. Proclaimer Ward hopes you can find the lost verses of the Awakening Song, giving the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.






