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Returning 35 results for 'brings broadcasted diffusing constructed reasoned'.
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beings broadcasted diffusing construct reasons
being broadcasted diffusing construct reasons
beings broadcasted diffusing construct reason
being broadcasted diffusing construct reason
beings broadcasted diffusing constructed reason
Monsters
Icewind Dale: Rime of the Frostmaiden
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Baphomet
Legacy
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Monsters
Out of the Abyss
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
reasoned with when my rage has been stoked.”
21–40
“I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.”
41–60
&ldquo
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
. Euryale discovers a wounded traveler in the Outlands and brings them to Cair Ophidian to recover. This guest remembers nothing from before Euryale found them, not even their name. Euryale asks the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesn’t attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesn’t attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesn’t attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
(from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
(from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
(from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. However, the chamber in the northeast corner is the lair of nine stirges, which cling to the 10-foot-high ceiling. They don’t react unless multiple characters enter their lair or someone brings in a torch
constructed a traditional nest that’s better sheltered from wind and rain. The southwest chamber is home to four elder pterafolk (13 hit points each; see appendix D). They spend most of their time
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. However, the chamber in the northeast corner is the lair of nine stirges, which cling to the 10-foot-high ceiling. They don’t react unless multiple characters enter their lair or someone brings in a torch
constructed a traditional nest that’s better sheltered from wind and rain. The southwest chamber is home to four elder pterafolk (13 hit points each; see appendix D). They spend most of their time
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. However, the chamber in the northeast corner is the lair of nine stirges, which cling to the 10-foot-high ceiling. They don’t react unless multiple characters enter their lair or someone brings in a torch
constructed a traditional nest that’s better sheltered from wind and rain. The southwest chamber is home to four elder pterafolk (13 hit points each; see appendix D). They spend most of their time
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
, the conductor brings the piece to a satisfying close as the sound of ghostly applause rises from the audience and phantasmal black roses rain down on the musicians, who face the audience and bow before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
, the conductor brings the piece to a satisfying close as the sound of ghostly applause rises from the audience and phantasmal black roses rain down on the musicians, who face the audience and bow before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
, the conductor brings the piece to a satisfying close as the sound of ghostly applause rises from the audience and phantasmal black roses rain down on the musicians, who face the audience and bow before
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
art installation. Desperate, Kwalish constructed another planar gateway while imprisoned in the temple, then opened a portal to the 222nd layer of the Abyss — Juiblex’s Slime Pits. A flood of ooze
one by way of the apparatus of Kwalish from area O5, opens a magical connection to an extradimensional space within the bauble. Entering the correct bauble brings the characters into Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
art installation. Desperate, Kwalish constructed another planar gateway while imprisoned in the temple, then opened a portal to the 222nd layer of the Abyss — Juiblex’s Slime Pits. A flood of ooze
one by way of the apparatus of Kwalish from area O5, opens a magical connection to an extradimensional space within the bauble. Entering the correct bauble brings the characters into Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
art installation. Desperate, Kwalish constructed another planar gateway while imprisoned in the temple, then opened a portal to the 222nd layer of the Abyss — Juiblex’s Slime Pits. A flood of ooze
one by way of the apparatus of Kwalish from area O5, opens a magical connection to an extradimensional space within the bauble. Entering the correct bauble brings the characters into Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
spine, and touching a pillar brings on nausea—a creature that does so must make a DC 15 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. At the far west end of the
, obviously constructed. This outlet slants upward, providing access to the stream that flows through area 23. Anyone who travels downstream, along a route that is underwater the whole time, comes out about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
spine, and touching a pillar brings on nausea—a creature that does so must make a DC 15 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. At the far west end of the
, obviously constructed. This outlet slants upward, providing access to the stream that flows through area 23. Anyone who travels downstream, along a route that is underwater the whole time, comes out about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
spine, and touching a pillar brings on nausea—a creature that does so must make a DC 15 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. At the far west end of the
, obviously constructed. This outlet slants upward, providing access to the stream that flows through area 23. Anyone who travels downstream, along a route that is underwater the whole time, comes out about
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
counsel Zybilna on matters concerning demons and the Abyss Snitcher, a goblin boss (neutral) with dragonfly wings that grant a flying speed of 40 feet and the ability to hover, who brings news from other
filled with a wide variety of weaponry. The weapons are so well constructed that it is difficult to tell if this display is an armory or a museum.
The glass cabinets are unlocked, and the weapons in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
counsel Zybilna on matters concerning demons and the Abyss Snitcher, a goblin boss (neutral) with dragonfly wings that grant a flying speed of 40 feet and the ability to hover, who brings news from other
filled with a wide variety of weaponry. The weapons are so well constructed that it is difficult to tell if this display is an armory or a museum.
The glass cabinets are unlocked, and the weapons in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
counsel Zybilna on matters concerning demons and the Abyss Snitcher, a goblin boss (neutral) with dragonfly wings that grant a flying speed of 40 feet and the ability to hover, who brings news from other
filled with a wide variety of weaponry. The weapons are so well constructed that it is difficult to tell if this display is an armory or a museum.
The glass cabinets are unlocked, and the weapons in






