Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'branch before dangerous carved rule'.
Other Suggestions:
branches before dangerous charmed roll
branch before dangerous called rule
broach before dangerous called rule
branches before dangerous carried roll
bran before dangerous called rule
Monsters
Quests from the Infinite Staircase
will: Message, Prestidigitation
1/day: Charm PersonDerro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable
rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Monsters
The Wild Beyond the Witchlight
Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasn’t kept up
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires
waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the
Species
Eberron: Rising from the Last War
of Passage, but the house also licenses unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries
Species
Eberron: Rising from the Last War
were born to rule it.
—Dalin d’Vadalis
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond
Mark of Handling allows Vadalis to work with more exotic creatures as well. Griffons, hippogriffs, and even bulettes can be bred and trained. Even with the Mark of Handling, this is dangerous work
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule
Species
Mordenkainen Presents: Monsters of the Multiverse
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the
Species
Mordenkainen Presents: Monsters of the Multiverse
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your
Backgrounds
Baldur’s Gate: Descent into Avernus
library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot
craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of 1d4 suspects who, if they aren’t
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Embedded in the wall at the end of the westward hallway is an arch gate (see “Gates”). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
opportunity to supervise and dominate such creatures, which have no status at all.
WHO'S THE BOSS?
Goblins pattern the rule of their tribes after the whip-cracking rule of their god, Khurgorbaeyag
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
packages and has a branch that handles more covert and dangerous deliveries. Orien has dominated transportation for centuries, but now the house is facing challenges. The Mournland is a dramatic obstacle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Nobles of Borca From their decadent manors and lofty business offices, twelve prominent noble families rule over Borcan politics, industry, art, entertainment, religion, and every other aspect of
life in the domain. The following families are Borca’s most prominent, though dozens of lesser branch families orbit each: Boritsi. The Boritsi name is a mark of quality and innovation, appearing across
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Helm In a city as dangerous as Baldur’s Gate, prayers to the Vigilant One are many. Members of the Watch and the Flaming Fist, mercenaries, bodyguards, and the fearful pray for Helm’s protection at
faction devoted to Helm, quietly sponsors vigilantes throughout Baldur’s Gate. These self-styled “protectors of the innocent” leave Helm’s holy symbol on the bodies of dead criminals, or carved into the flesh of live ones left at the Flaming Fist’s doorstep.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth varies from a few feet to as much as 30 feet in spots. Characters who trawl the depths for treasure might find the odd bauble here and there, or possibly something more dangerous like a sleeping
hydra. At various points along the river are crude wooden signs, each one carved with the word “Underdark” in Goblin and an arrow pointing downriver.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Helm In a city as dangerous as Baldur’s Gate, prayers to the Vigilant One are many. Members of the Watch and the Flaming Fist, mercenaries, bodyguards, and the fearful pray for Helm’s protection at
faction devoted to Helm, quietly sponsors vigilantes throughout Baldur’s Gate. These self-styled “protectors of the innocent” leave Helm’s holy symbol on the bodies of dead criminals, or carved into the flesh of live ones left at the Flaming Fist’s doorstep.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of glowing crystals and mist-filled fissures. Dozens of different species live here, under the seelie Queen Maeve and the unseelie Prince Loht. These siblings jointly rule their hidden realm together
despite a strained relationship. The inhabitants of Arak resent the people of the surface for ancient slights and view them as dangerous. They avoid the folk of Viktal but eagerly play malicious
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Unless otherwise stated, room ceilings are 15 feet high and vaulted, and tunnel ceilings are 10 feet high and flat. Lighting Geometric grooves are carved into the outpost’s ceiling and walls. The
descriptions detail the main areas of the mining tunnels. However, several smaller, splinter tunnels branch off these areas. These tunnels were once used in the ancient duergar’s mining operations, but
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
unmarked teamsters. The Courier’s Guild of House Orien delivers mail and packages and has a branch that handles more covert and dangerous deliveries. Orien has dominated transportation for centuries
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Adventure Hook 1 A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house. 2 House Deneith is recruiting adventurers to oppose a sudden rise
in bandit or monster activity in a nearby forest. 3 A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous. 4 People healed at a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khyber’s Gate Beyond the Cogs lies Khyber’s Gate, a maze of tunnels and tenements carved into the stone. The Sharn Watch has no presence here, and the closest thing to an authority is the criminal
inhabitants of the district have no love for treasure hunters or adventurers, and it’s a dangerous place to explore. Shamukaar is the most successful tavern in Khyber’s Gate. The place is a safe haven for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for the city’s derro slaves and remains a dark and dangerous ghetto. The East Cleft District was more recently settled after the derro earned their freedom, though it is only slightly less rough than
West Cleft. The homes of the derro are mostly burrows carved into the walls and simple structures piled atop one another. The dirty and cluttered streets of both districts formed as dwellings spread and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Pandemonium Pandemonium is a plane of overwhelming chaos, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. Wind quickly
forced others to take shelter in places where the winds die down until they sound like distant cries of torment. Optional Rule: Mad Winds A visitor must make a DC 10 Wisdom saving throw after each hour
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
an underground river, which runs through a corner of the caverns forgotten by the denizens above. The Foundry. Beyond the Glitterhame lies a complex of chambers and passageways carved by Durgeddin’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. Hiring
might ask for a service instead of payment -- the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lesser volcanic earthbergs drift in the air and smash into the greater mountains. The rocky slopes of the plane make movement here difficult and dangerous. The ground inclines at least 45 degrees almost
compassion. The fiends living here are among the greediest and most selfish in all the multiverse. Optional Rule: Cruel Hindrance The plane’s cruel nature makes it difficult for visitors to help one
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. Hiring
might ask for a service instead of payment — the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rime Hulk Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in
might have become had things gone differently for them. They’re dangerous, and most of them do not wish you well. Act accordingly.
—Bigby
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
can find an airtight stone sarcophagus carved in the likeness of a demon with folded wings. The sarcophagus weighs 2,000 pounds, and its lid has an arcane lock spell cast on it. Opening the
black shroud. A stoppered bronze scroll tube rests at its feet, and a staff fashioned from a single branch of pale white wood (see “Treasure” below) lies beside it. The scroll tube contains a dry sheet of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
a tree 41–43 Built to house a planar portal but abandoned when creatures or energy from the other side of the portal seeped into the dungeon 44–46 Carved into a meteorite (before or after it fell to






