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Returning 15 results for 'both building diffusing contingent reasoned'.
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both building diffusing contingent reason
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle
Elemental Spirit in Material Form. The construction of a golem begins with the building
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle
Elemental Spirit in Material Form. The construction of a golem begins with the building
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
.”
— Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle
Elemental Spirit in Material Form. The construction of a golem begins with the building
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
them to believe the house is not haunted; they must deduce the truth for themselves or simply stumble upon it. The Sea Ghost A contingent of smugglers glides through the waters near Saltmarsh on their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the warforged were, though, House Cannith never lost interest in building a better titan. Cyre didn’t lose its desire for deadly weapons that could give it an edge over its enemies, and tremendous
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the warforged were, though, House Cannith never lost interest in building a better titan. Cyre didn’t lose its desire for deadly weapons that could give it an edge over its enemies, and tremendous
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the warforged were, though, House Cannith never lost interest in building a better titan. Cyre didn’t lose its desire for deadly weapons that could give it an edge over its enemies, and tremendous
colossus could direct itself but at diminished power. A colossus also carried a sizable contingent of elite troops, who could ride in safety within the colossus while it crushed through enemy lines or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is presently rampaging around inside the building. Without its head, the golem has the following changes to its statistics: The golem has 150 hit points (its hit point maximum). It has a challenge
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is presently rampaging around inside the building. Without its head, the golem has the following changes to its statistics: The golem has 150 hit points (its hit point maximum). It has a challenge
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is presently rampaging around inside the building. Without its head, the golem has the following changes to its statistics: The golem has 150 hit points (its hit point maximum). It has a challenge
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich






