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Returning 35 results for 'branch blending diffusing close regions'.
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Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himself from the half-elf’s embrace.
— Margaret Weis and Tracy Hickman
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists&rsquo
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or suspicion, and rippling
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back with fear or
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
; scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with anger, lying back
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
dragons’ scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon’s mood: bristling with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
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
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Nightwood is a massive forest with a close tie to the Plane of Mabar. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. The laws of Karrnath are harsher than those
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Nightwood is a massive forest with a close tie to the Plane of Mabar. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. The laws of Karrnath are harsher than those
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Nightwood is a massive forest with a close tie to the Plane of Mabar. Monsters and undead sometimes slip out of the Nightwood to threaten the surrounding regions. The laws of Karrnath are harsher than those
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling immigrants from the Talenta Plains. Today the Boromars are one of Sharn’s most influential families. There’s a Boromar on the City Council. The Boromars have close ties by marriage to the
local branch of House Jorasco. Boromars can be seen at every Skyway gala. But it’s an open secret that they’ve been running crime in Sharn since the first days of the city. They’ve been bribing the Sharn
Monsters
Fizban's Treasury of Dragons
close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
Monsters
Fizban's Treasury of Dragons
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
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
, seeking to expand its use of teleportation, is working with Cannith to find ways to unlock and enhance this ultimate gift of the Mark of Making. Orien heirs may be caught up in these experiments or in the rivalry with House Lyrandar, or they may stay close to the ground and just keep moving.
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
, seeking to expand its use of teleportation, is working with Cannith to find ways to unlock and enhance this ultimate gift of the Mark of Making. Orien heirs may be caught up in these experiments or in the rivalry with House Lyrandar, or they may stay close to the ground and just keep moving.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that the eastern branch was once an important thoroughfare. If Strahd has invited the characters to Castle Ravenloft or otherwise wants to steer them in his direction, add: Parked at the fork in the
road northwest through a set of iron gates (area B) that open as they approach and close behind them, or the characters can travel south along the winding road to the bridge at Tser Falls (area H).
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
, seeking to expand its use of teleportation, is working with Cannith to find ways to unlock and enhance this ultimate gift of the Mark of Making. Orien heirs may be caught up in these experiments or in the rivalry with House Lyrandar, or they may stay close to the ground and just keep moving.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling immigrants from the Talenta Plains. Today the Boromars are one of Sharn’s most influential families. There’s a Boromar on the City Council. The Boromars have close ties by marriage to the
local branch of House Jorasco. Boromars can be seen at every Skyway gala. But it’s an open secret that they’ve been running crime in Sharn since the first days of the city. They’ve been bribing the Sharn
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling immigrants from the Talenta Plains. Today the Boromars are one of Sharn’s most influential families. There’s a Boromar on the City Council. The Boromars have close ties by marriage to the
local branch of House Jorasco. Boromars can be seen at every Skyway gala. But it’s an open secret that they’ve been running crime in Sharn since the first days of the city. They’ve been bribing the Sharn
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, knotted branches. One end of a clothesline is tied to a high branch on the northwest side of the tree. Several old garments hang from the clothesline, the other end of which disappears into the fog
tree. Four sprites live in hollow cavities in its trunk. Their names are Bitzi, Dandy, Mintleaf, and Timpella. The sprites are a bitter bunch, taunting those who come close by spewing forth insulting
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, knotted branches. One end of a clothesline is tied to a high branch on the northwest side of the tree. Several old garments hang from the clothesline, the other end of which disappears into the fog
tree. Four sprites live in hollow cavities in its trunk. Their names are Bitzi, Dandy, Mintleaf, and Timpella. The sprites are a bitter bunch, taunting those who come close by spewing forth insulting
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, knotted branches. One end of a clothesline is tied to a high branch on the northwest side of the tree. Several old garments hang from the clothesline, the other end of which disappears into the fog
tree. Four sprites live in hollow cavities in its trunk. Their names are Bitzi, Dandy, Mintleaf, and Timpella. The sprites are a bitter bunch, taunting those who come close by spewing forth insulting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lightning shocks. Arch Gate to Level 2. The stone arch is one of Halaster’s magic gates (see “Gates”). Its stone frame has been carved to look like the trunks of trees, and close inspection reveals the
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
away and orders the nightmare to close the distance between him and the adventurers as quickly as possible. As Haruman attacks, a hellwasp appears from a nearby nest and tries to grab Lulu and fly
preference which to investigate first, so she points out both locations on the characters’ map and leaves the decision to the characters. Each of these locations opens a different branch of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
away and orders the nightmare to close the distance between him and the adventurers as quickly as possible. As Haruman attacks, a hellwasp appears from a nearby nest and tries to grab Lulu and fly
preference which to investigate first, so she points out both locations on the characters’ map and leaves the decision to the characters. Each of these locations opens a different branch of






