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Returning 35 results for 'breeze being diffusing come raids'.
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Orc
Legacy
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Species
Volo's Guide to Monsters
area is at risk. If orcs come upon a target that is too large to assault directly, they will lurk along supply routes, taking out their frustration on caravans and travelers. Left unchecked, a tribe can
warriors go on their raids are weaker than their tribe mates or otherwise not suited for a life of battle. Worshipers of Luthic fall into this category, as do some of those that revere Yurtrus or Shargaas
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Features The mine is cold, damp, and drafty. A noticeable breeze blows from area W1 toward area W16. Features of Wave Echo Cave are described below. Ceilings Tunnels are 10 feet high
come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine connects to an underground hot spring. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Features The mine is cold, damp, and drafty. A noticeable breeze blows from area W1 toward area W16. Features of Wave Echo Cave are described below. Ceilings Tunnels are 10 feet high
come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine connects to an underground hot spring. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Features The mine is cold, damp, and drafty. A noticeable breeze blows from area W1 toward area W16. Features of Wave Echo Cave are described below. Ceilings Tunnels are 10 feet high
come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine connects to an underground hot spring. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Raiders of Clan Ironeye The duergar of Clan Ironeye, led by a half-shield dwarf, half-duergar prospector named Skella Ironeye, have come to plunder this level of Undermountain. They are assisted in
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Raiders of Clan Ironeye The duergar of Clan Ironeye, led by a half-shield dwarf, half-duergar prospector named Skella Ironeye, have come to plunder this level of Undermountain. They are assisted in
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Raiders of Clan Ironeye The duergar of Clan Ironeye, led by a half-shield dwarf, half-duergar prospector named Skella Ironeye, have come to plunder this level of Undermountain. They are assisted in
contrast to the usual duergar focus on utility. The duergar she leads are content to follow her for the sake of what their raids will earn them, and they care nothing for the historical value of the relics
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons makes
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near the ocean, but a water-filled cavern deep in the mine is connected to an
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons makes
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near the ocean, but a water-filled cavern deep in the mine is connected to an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons makes
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near the ocean, but a water-filled cavern deep in the mine is connected to an
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the Dragon. Over the course of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering
Neronvain engages in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering Severin’s plans. This section
in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the Dragon. Over the course of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering
Neronvain engages in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
22 (5d8) acid damage on a failed save, or half as much damage on a successful save. If Neronvain is in the stronghold, he is found in this area only if the characters have managed to come this far
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mournland or the untamed jungles of Q’barra, Valenar warbands have launched raids into Darguun and even Karrnath. While High King Shaeras Vadallia has promised to rein in his warriors, some believe that the
handled by half-elves. Some of these are the children of Valenar elves, but most are immigrants who’ve come from the Five Nations in search of opportunity. Below this are the natives. Once vassals of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Straits. Hot, dry winds scour the earth motes in this area to dry and barren chunks of rock. Gargoyles and their allies from the Plane of Earth gather here to launch raids into the realm of Aaqa
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mournland or the untamed jungles of Q’barra, Valenar warbands have launched raids into Darguun and even Karrnath. While High King Shaeras Vadallia has promised to rein in his warriors, some believe that the
handled by half-elves. Some of these are the children of Valenar elves, but most are immigrants who’ve come from the Five Nations in search of opportunity. Below this are the natives. Once vassals of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering Severin’s plans. This section
in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
22 (5d8) acid damage on a failed save, or half as much damage on a successful save. If Neronvain is in the stronghold, he is found in this area only if the characters have managed to come this far
Compendium
- Sources->Dungeons & Dragons->Monster Manual
weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots. Kuo-toa
from their pits beneath the waves. Burbling and noisome they come, fishing night’s shores as we do dawn’s waves.
—Tak Merakin, harbor master of the Styes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots. Kuo-toa
from their pits beneath the waves. Burbling and noisome they come, fishing night’s shores as we do dawn’s waves.
—Tak Merakin, harbor master of the Styes
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of the Dragon. Over the course of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering
Neronvain engages in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering Severin’s plans. This section
in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
8. Neronvain’s Chambers Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor
22 (5d8) acid damage on a failed save, or half as much damage on a successful save. If Neronvain is in the stronghold, he is found in this area only if the characters have managed to come this far
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mournland or the untamed jungles of Q’barra, Valenar warbands have launched raids into Darguun and even Karrnath. While High King Shaeras Vadallia has promised to rein in his warriors, some believe that the
handled by half-elves. Some of these are the children of Valenar elves, but most are immigrants who’ve come from the Five Nations in search of opportunity. Below this are the natives. Once vassals of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Straits. Hot, dry winds scour the earth motes in this area to dry and barren chunks of rock. Gargoyles and their allies from the Plane of Earth gather here to launch raids into the realm of Aaqa
Compendium
- Sources->Dungeons & Dragons->Monster Manual
weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots. Kuo-toa
from their pits beneath the waves. Burbling and noisome they come, fishing night’s shores as we do dawn’s waves.
—Tak Merakin, harbor master of the Styes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Straits. Hot, dry winds scour the earth motes in this area to dry and barren chunks of rock. Gargoyles and their allies from the Plane of Earth gather here to launch raids into the realm of Aaqa
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Frost Giant Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute
head by winter. Crops don’t grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids. They hunt the wild game of the tundra and mountains but don’t cook it






