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Returning 30 results for 'breaking before devote connect race'.
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Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Orcs The orcs are an ancient race. Their ancestors were scattered by the Dhakaani goblins, and they largely live in harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, the
depths of the Ironroot Mountains. The orcs of Eberron weren’t formed by Gruumsh, and they aren’t inherently driven to evil. However, they are an extremely passionate and primal race, given to powerful
Backgrounds
Sword Coast Adventurer's Guide
personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa’s many
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage. Once you discover that all oceans connect to the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
A Culture of Fugitives Despite all their unique and overwhelming abilities, the mind flayers are a race on the edge of extinction. Thousands of years ago, the illithids were the dominant power of the
mind flayers relied on a slave race, the gith, to provide physical labor and sustenance when other sources of food grew thin. Eventually, the gith revolted. Whether the mind flayers became decadent or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ambitions. They devote their lives to the pursuit of perfection, and the best come close to realizing that goal. But for all their dedication, dwarves are mortal, which means they are fallible. And that’s
experience — for all their long-winded rambling about lineage and tradition — dwarves are greedy and devious folk. I write this not to insult them in any way. I have found greed to be a useful motivator both for myself and my underlings, and I prize the trickery that some members of that race demonstrate.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
some planning. The first step is to reach area L4; from there, the characters must spin the orb to connect area L4 to area L5. Once in area L5, the characters must then return the orb to its initial
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 1: What Is Eberron? In an ancient ruin beneath the Demon Wastes, a band of heroes race to claim the Reaper’s Heart. If the agents of the Emerald Claw reach it first, they’ll unleash an army
of the dead against the people of Khorvaire…
In the city of Sharn, a brilliant team of spies pull off an impossible scheme — breaking into the impenetrable vaults of House Kundarak. But instead of
Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
under the scrutiny of a detect magic spell. Treasure. Each barrel contains 40 gallons of dwarven ale that has been magically preserved for centuries. Removing a barrel’s lid or breaking the barrel
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
word, and multiple tir’su connect to form phrases and sentences.
Githyanki and githzerai both speak Gith, but each race has a distinct dialect and accent. Similarly, the two races of gith
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes have a significant presence in the city, but even kalashtar and changelings have communities
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
breaking apart!
With the brazier’s destruction, the magic holding the flying citadel aloft ends. This disengages the flying citadel helm in area S25 and destroys all the lesser death dragons allied with
they’re going to escape the citadel. If they race through the temple’s underground levels, they encounter falling rocks as the structure shakes apart (see “Scenes of Destruction”). Alternatively
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords
, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other nations and organizations. You might have been exiled for breaking one of Halruaa’s many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic. Kara-Tur. The
great subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creates its lair in an area of natural caves, shaping the chambers with its disintegration ray. Most of the entryways and passages that it fashions to connect one chamber with another are too narrow to
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails
across Icewind Dale’s rough, snowy tundra is given in the Overland Travel table. Travel is less time-consuming on the snowy roads and trails that connect the settlements of Ten-Towns, as discussed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
connect each level of a tower, and the trapdoor in the roof can be bolted shut from below. Breaking through a bolted trapdoor requires a successful DC 27 Strength (Athletics) check. Each tower contains
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
represents a typical member of the rank and file, though weaponry and armor can vary.
Soldier
Medium humanoid (any race), any alignment
Armor Class 18 (chain mail, shield)
Hit Points 16 (3d8
vedalken are lawmages.
Lawmage
Medium humanoid (any race), lawful neutral
Armor Class 15 (breastplate)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
about ancient plant life.
One guard patrols this area. Hallways to the north and south connect to area V4. Alarms. The short hallways that connect this area to the grand entrance (area V1) have
historical use.
One guard patrols this area. Hallways to the north and south connect to area V3. Secret Doors. The northern and central exhibit rooms each have a secret door in the east wall that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in one room — a ring of free action, forgotten by a guest. 8. Shared Study These areas connect to the four rooms adjacent to them, and contain a table, chairs, and bookshelves. The shared study
nearly to the breaking point. K’thriss Drow’b has a neat room decorated in black and purple, a crystal ball that displays only a haze of smoke, and a collection of strange purple rocks. Walnut Dankgrass’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate
workplaces and abodes used by Haskasori’s people. The tunnels in the western wall, which used to connect to many more chambers, caved in long ago. H7a: High Priests’ Quarters. Two amulets of Yaarnak (see
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
he chips away at the wall with a spoon.
If the party discovers this tunnel by breaking down the wall in the Dome of Flight (area P33), read: When the dust clears, a surprised gnome stands in a rough
and majestic, rising at a slight angle toward the south. Wall torches light four flights of stairs that connect wide landings. Water thunders in torrents past both sides of the stairs and underneath
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani’s respect. Dusk Elves. The dusk elf race is all but forgotten, and the few
of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd’s pact and freeing Barovia from its curse might be hidden there. Kasimir doesn’t know whether
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your vantage point forty feet above the deck, you can see dozens of crew members below. All wear the livery of Dran Enterprises, and most carry swords and crossbows. Rigging and rope ladders connect
human scouts among the Six operatives, two stay behind and fire arrows at the party, while the other two scouts and a human cult fanatic race toward the barges. The intention of the Six operatives is to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
connect their echoes across worlds, then all worlds must exist in a sort of entanglement of causality. This makes the map of possible futures infinitely more complex and tantalizing—and subject to
dragons share a common territory and hoard, live under a strict code of discipline, and devote themselves to a common goal. Their most notable feature, though, is their practice of carving arcane sigils of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
even the Queen of Spiders is sometimes tricked when Zinzerena shifts blame for her actions onto others. Not many female drow devote their lives to the study of magic, because it’s held to be a low-status
unknown, as is Corellon, yet elves called “dark” exist in this world. These are elves whom others believe have betrayed their people, but to the eye, they bear none of the physical hallmarks of drow. I wonder if, with so mutable a race as elves, that state is permanent.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mastery of our traditional crafts. (Good) 3 Strength. No other race can match the strength of giants, and none should dare to try. (Evil) 4 Lordship. Giants are the rightful rulers of the world. All
accept is in the form of livestock and crops, but this isn’t their only source of food. Cloud giants are avid gardeners. Almost all cloud giant strongholds devote space to a garden that produces
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
, Poison, and Psychic damage. Breaking them releases the corpses within. Two of the bodies possess silver armbands worth 300 GP each, and another holds a Berserker Axe. The bodies’ other gear is worthless






