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Returning 35 results for 'branches been diffusing creative raised'.
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Spelljammer: Adventures in Space
the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
feel threatened by the humanoids in their presence. Clever players might devise creative ways to lure the chwingas out of hiding, perhaps by doing something odd to gain their attention (such as engaging in a snowball fight or dancing in the snow). As the DM, you determine the success of such efforts.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
feel threatened by the humanoids in their presence. Clever players might devise creative ways to lure the chwingas out of hiding, perhaps by doing something odd to gain their attention (such as engaging in a snowball fight or dancing in the snow). As the DM, you determine the success of such efforts.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
feel threatened by the humanoids in their presence. Clever players might devise creative ways to lure the chwingas out of hiding, perhaps by doing something odd to gain their attention (such as engaging in a snowball fight or dancing in the snow). As the DM, you determine the success of such efforts.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret
her to the hidden city of Evereska. Her parents then realized their grave mistake. In pampering and sheltering their daughter, they had raised not a young lady but a spoiled child. Accustomed to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret
her to the hidden city of Evereska. Her parents then realized their grave mistake. In pampering and sheltering their daughter, they had raised not a young lady but a spoiled child. Accustomed to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clever, impulsive, and creative. They usually see themselves as smarter, quicker, and more capable than others they meet. Howling Hatred cultists dislike open battle. They prefer to work in secret
her to the hidden city of Evereska. Her parents then realized their grave mistake. In pampering and sheltering their daughter, they had raised not a young lady but a spoiled child. Accustomed to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign. The Monstrous Origin table gives a number of ideas for adding a monstrous character
to the campaign. Monstrous Origin d8 Origin 1 You are a spy sent to undermine your enemies from within. 2 You are the victim of a curse or polymorph spell. 3 You were raised by humans, elves, or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign. The Monstrous Origin table gives a number of ideas for adding a monstrous character
to the campaign. Monstrous Origin d8 Origin 1 You are a spy sent to undermine your enemies from within. 2 You are the victim of a curse or polymorph spell. 3 You were raised by humans, elves, or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign. The Monstrous Origin table gives a number of ideas for adding a monstrous character
to the campaign. Monstrous Origin d8 Origin 1 You are a spy sent to undermine your enemies from within. 2 You are the victim of a curse or polymorph spell. 3 You were raised by humans, elves, or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Characters with a passive Wisdom (Perception) score of 18 or higher notice hints of figures wearing red-and-black clothing among the tree branches ahead in area P2. These are Dragon Army soldiers
Duskwalker stands motionless amid trees whose branches bear dead Dragon Army soldiers. Before Onyari’s destruction, Duskwalker served as its master gardener. The city’s devastation left them deeply bitter
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Characters with a passive Wisdom (Perception) score of 18 or higher notice hints of figures wearing red-and-black clothing among the tree branches ahead in area P2. These are Dragon Army soldiers
Duskwalker stands motionless amid trees whose branches bear dead Dragon Army soldiers. Before Onyari’s destruction, Duskwalker served as its master gardener. The city’s devastation left them deeply bitter
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Characters with a passive Wisdom (Perception) score of 18 or higher notice hints of figures wearing red-and-black clothing among the tree branches ahead in area P2. These are Dragon Army soldiers
Duskwalker stands motionless amid trees whose branches bear dead Dragon Army soldiers. Before Onyari’s destruction, Duskwalker served as its master gardener. The city’s devastation left them deeply bitter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s prized pets, raised on a steady diet of magic gemstones to dramatically increase its size. It comes and goes by phasing through the walls, and it enjoys the quiet solitude that this chamber
construction yet elegant in form. It is intricately carved to resemble bundled branches and twigs, with a tiny songbird perched on one end of its back. There used to be five carved songbirds perched
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
attention or ire. Travelers who leave the inhabitants of the Misty Forest alone, and who build their campfires small and solely of fallen branches, are usually permitted to pass, so long as the folk of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
the four wagons but leap quickly into action if an alarm is raised. Although the Vistani in this camp are in league with Strahd, they attack only if the characters provoke them with threats or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
the four wagons but leap quickly into action if an alarm is raised. Although the Vistani in this camp are in league with Strahd, they attack only if the characters provoke them with threats or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s prized pets, raised on a steady diet of magic gemstones to dramatically increase its size. It comes and goes by phasing through the walls, and it enjoys the quiet solitude that this chamber
construction yet elegant in form. It is intricately carved to resemble bundled branches and twigs, with a tiny songbird perched on one end of its back. There used to be five carved songbirds perched
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
attention or ire. Travelers who leave the inhabitants of the Misty Forest alone, and who build their campfires small and solely of fallen branches, are usually permitted to pass, so long as the folk of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
the four wagons but leap quickly into action if an alarm is raised. Although the Vistani in this camp are in league with Strahd, they attack only if the characters provoke them with threats or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s prized pets, raised on a steady diet of magic gemstones to dramatically increase its size. It comes and goes by phasing through the walls, and it enjoys the quiet solitude that this chamber
construction yet elegant in form. It is intricately carved to resemble bundled branches and twigs, with a tiny songbird perched on one end of its back. There used to be five carved songbirds perched
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
attention or ire. Travelers who leave the inhabitants of the Misty Forest alone, and who build their campfires small and solely of fallen branches, are usually permitted to pass, so long as the folk of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ways that make creative use of the natural shape of the rock. When the characters reach the top of the steps, read: The stone steps emerge onto the top of the plateau beneath a once grand, but now
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ways that make creative use of the natural shape of the rock. When the characters reach the top of the steps, read: The stone steps emerge onto the top of the plateau beneath a once grand, but now
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ways that make creative use of the natural shape of the rock. When the characters reach the top of the steps, read: The stone steps emerge onto the top of the plateau beneath a once grand, but now
later raised or resurrected loses all memory of being an undead creature, but it doesn’t lose any levels or XP gained while it was undead. Treasure The green hag keeps nothing of value in her hut
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
courtyard fit for a palace features walls of dark marble veined with gray. The ceiling of brass is supported on black marble pillars. Between the pillars, raised stone garden beds are filled with flowers
important functions in the Blood Pens. Also within are oil of etherealness and a potion of poison disguised as a potion of healing. A bundle of entwined branches opens like a coffer to reveal 100 pp and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
courtyard fit for a palace features walls of dark marble veined with gray. The ceiling of brass is supported on black marble pillars. Between the pillars, raised stone garden beds are filled with flowers
important functions in the Blood Pens. Also within are oil of etherealness and a potion of poison disguised as a potion of healing. A bundle of entwined branches opens like a coffer to reveal 100 pp and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
courtyard fit for a palace features walls of dark marble veined with gray. The ceiling of brass is supported on black marble pillars. Between the pillars, raised stone garden beds are filled with flowers
important functions in the Blood Pens. Also within are oil of etherealness and a potion of poison disguised as a potion of healing. A bundle of entwined branches opens like a coffer to reveal 100 pp and a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
of memory, many artists and poets worship Sashelas. They seek his creative insight by spending time floating on the waves, then return to shore to write down or sketch out the gifts bequeathed to them.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
of memory, many artists and poets worship Sashelas. They seek his creative insight by spending time floating on the waves, then return to shore to write down or sketch out the gifts bequeathed to them.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
of memory, many artists and poets worship Sashelas. They seek his creative insight by spending time floating on the waves, then return to shore to write down or sketch out the gifts bequeathed to them.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Maelstrom Level 2 14. Great Hall Music fills this hall when the characters first arrive. The room is split into two levels; a 15-foot-high raised ledge hugs the walls to the north and east, and
(Perception) check, see the decanter anchored behind coral branches, which must be smashed to free it. The sculpture stands 20 feet tall and has AC 11, 50 hit points, and immunity to psychic and poison damage






