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Returning 35 results for 'branches built diffusing content replace'.
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Monsters
Lorwyn: First Light
Magic Resistance. The incarnation has Advantage on saving throws against spells and other magical effects.Multiattack. The incarnation makes two Vine attacks and uses Radiant Blast. It can replace
/DeafnessThe incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and horns like the branches of a blossoming cherry tree. When vibrance incarnations are in Lorwyn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of
. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
or value to anyone.
Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued
Monsters
Mordenkainen Presents: Monsters of the Multiverse
being charmed, and magic can’t put it to sleep.Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting.
Shadow Spear. Melee or Ranged
casts a spell.Although they’re formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. Evil aasimar
TO IT
With your DM’s consent, you can change your character’s subrace to fallen aasimar if your protector/scourge aasimar turns to evil. To do so, replace your subrace benefits, including the ability
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Yuan-ti Cities Most yuan-ti cities were built during the height of their empire centuries ago. Since they no longer have the vast number of expendable slaves necessary for large work projects, the
yuan-ti content themselves with maintaining these ancient places rather than building new ones for their needs. Although these sites are hundreds or even thousands of years old, they don’t look or feel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Yuan-ti Cities Most yuan-ti cities were built during the height of their empire centuries ago. Since they no longer have the vast number of expendable slaves necessary for large work projects, the
yuan-ti content themselves with maintaining these ancient places rather than building new ones for their needs. Although these sites are hundreds or even thousands of years old, they don’t look or feel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Yuan-ti Cities Most yuan-ti cities were built during the height of their empire centuries ago. Since they no longer have the vast number of expendable slaves necessary for large work projects, the
yuan-ti content themselves with maintaining these ancient places rather than building new ones for their needs. Although these sites are hundreds or even thousands of years old, they don’t look or feel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
planes of existence 33–35 Built by dwarves and decorated with enormous dwarven faces that have been defaced by its current inhabitants 36–38 Built in a volcano 39–40 Built in or among the branches of
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
behave in archaic ways so they don’t enrage an ancient, lingering ghost
7 A treant who demands living limbs to replace the branches of trees cleared by a town’s construction
8 A protective giant made from the corpses of deceased villagers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
behave in archaic ways so they don’t enrage an ancient, lingering ghost
7 A treant who demands living limbs to replace the branches of trees cleared by a town’s construction
8 A protective giant made from the corpses of deceased villagers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
behave in archaic ways so they don’t enrage an ancient, lingering ghost
7 A treant who demands living limbs to replace the branches of trees cleared by a town’s construction
8 A protective giant made from the corpses of deceased villagers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounters. They might even need to retreat and regroup a few times. Characters of 4th level or higher should be able to clear out the palace with few (if any) rests. Built by tortles, the palace is a sturdy
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounters. They might even need to retreat and regroup a few times. Characters of 4th level or higher should be able to clear out the palace with few (if any) rests. Built by tortles, the palace is a sturdy
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounters. They might even need to retreat and regroup a few times. Characters of 4th level or higher should be able to clear out the palace with few (if any) rests. Built by tortles, the palace is a sturdy
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Passages When generating passages and corridors, roll on the Passage table multiple times, extending the length and branches of any open passage on the map until you arrive at a door or chamber
. Whenever you create a new passage, roll to determine its width. If the passage branches from another passage, roll a d12 on the Passage Width table. If it comes from a chamber, roll a d20 on that table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Passages When generating passages and corridors, roll on the Passage table multiple times, extending the length and branches of any open passage on the map until you arrive at a door or chamber
. Whenever you create a new passage, roll to determine its width. If the passage branches from another passage, roll a d12 on the Passage Width table. If it comes from a chamber, roll a d20 on that table
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Passages When generating passages and corridors, roll on the Passage table multiple times, extending the length and branches of any open passage on the map until you arrive at a door or chamber
. Whenever you create a new passage, roll to determine its width. If the passage branches from another passage, roll a d12 on the Passage Width table. If it comes from a chamber, roll a d20 on that table
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it looms over a treacherous pass. 2 Your monastery is high in the branches of an immense tree in the Feywild. 3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that
can be reached only by flying. 4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders. 5 Your monastery was
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Created from a few logs and branches, Mother Hedgehog sits quietly in the corner of the cottage. If the characters attempt to speak with her, the programmed illusion is able to mumble a few incoherent
words. A successful DC 16 Intelligence (Investigation) check detects this illusion. The hags’ cottage is built from three trees entwined together. These trees might contain the three true dryads whose
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Created from a few logs and branches, Mother Hedgehog sits quietly in the corner of the cottage. If the characters attempt to speak with her, the programmed illusion is able to mumble a few incoherent
words. A successful DC 16 Intelligence (Investigation) check detects this illusion. The hags’ cottage is built from three trees entwined together. These trees might contain the three true dryads whose
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S1. Road Junction The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it looms over a treacherous pass. 2 Your monastery is high in the branches of an immense tree in the Feywild. 3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that
can be reached only by flying. 4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders. 5 Your monastery was
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
it looms over a treacherous pass. 2 Your monastery is high in the branches of an immense tree in the Feywild. 3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that
can be reached only by flying. 4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. You regularly received visits from azer traders. 5 Your monastery was
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Created from a few logs and branches, Mother Hedgehog sits quietly in the corner of the cottage. If the characters attempt to speak with her, the programmed illusion is able to mumble a few incoherent
words. A successful DC 16 Intelligence (Investigation) check detects this illusion. The hags’ cottage is built from three trees entwined together. These trees might contain the three true dryads whose
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
corner of the Flanaess. In the classic Greyhawk adventure, the temple wasn’t built on top of dwarven ruins. Omit any mention of the ancient realm of Besilmer and the underground ruins of Tyar-Besil






