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Returning 25 results for 'broad been diffusing closing relative'.
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Gnome
Legacy
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Species
Basic Rules (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment
. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows anything that they know. The God-Brain delegates broad goals to its most effective servants, encouraging them to indulge all manner of radical experiments. Mist Vibrations. Through the awesome
. They then return to the God-Brain, bloated with cerebrospinal fluid to momentarily dull its suffering. Closing the Borders. When the God-Brain closes Bluetspur’s borders, the surface of the domain
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows anything that they know. The God-Brain delegates broad goals to its most effective servants, encouraging them to indulge all manner of radical experiments. Mist Vibrations. Through the awesome
. They then return to the God-Brain, bloated with cerebrospinal fluid to momentarily dull its suffering. Closing the Borders. When the God-Brain closes Bluetspur’s borders, the surface of the domain
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows anything that they know. The God-Brain delegates broad goals to its most effective servants, encouraging them to indulge all manner of radical experiments. Mist Vibrations. Through the awesome
. They then return to the God-Brain, bloated with cerebrospinal fluid to momentarily dull its suffering. Closing the Borders. When the God-Brain closes Bluetspur’s borders, the surface of the domain
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
footfalls from within the barn move toward the main hall. After a moment, Ignis exits the barn through the sliding door, closing the door behind her. If the characters are hidden and Ignis doesn’t spot
Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma’s distress. She’s too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
footfalls from within the barn move toward the main hall. After a moment, Ignis exits the barn through the sliding door, closing the door behind her. If the characters are hidden and Ignis doesn’t spot
Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma’s distress. She’s too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
footfalls from within the barn move toward the main hall. After a moment, Ignis exits the barn through the sliding door, closing the door behind her. If the characters are hidden and Ignis doesn’t spot
Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma’s distress. She’s too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
you to use the roads, the following are facts you need to know. Traffic and Travel Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee
— conditions become crowded and perfect for pickpockets. Hire-Coaches If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
you to use the roads, the following are facts you need to know. Traffic and Travel Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee
— conditions become crowded and perfect for pickpockets. Hire-Coaches If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
you to use the roads, the following are facts you need to know. Traffic and Travel Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee
— conditions become crowded and perfect for pickpockets. Hire-Coaches If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
try to escape. Otherwise, they remain motionless. Fumes. Due to the height of the room relative to the rest of the node, toxic fumes collect here. Whenever a creature starts its turn inside the room
gradually returns to its natural state. A small river of lava still flows from area W1 through areas W3, area W4, area W7, and area W11 into area W12. The Weeping Colossus might remain, or the closing of the portal might shatter the stone titan.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
try to escape. Otherwise, they remain motionless. Fumes. Due to the height of the room relative to the rest of the node, toxic fumes collect here. Whenever a creature starts its turn inside the room
gradually returns to its natural state. A small river of lava still flows from area W1 through areas W3, area W4, area W7, and area W11 into area W12. The Weeping Colossus might remain, or the closing of the portal might shatter the stone titan.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
try to escape. Otherwise, they remain motionless. Fumes. Due to the height of the room relative to the rest of the node, toxic fumes collect here. Whenever a creature starts its turn inside the room
gradually returns to its natural state. A small river of lava still flows from area W1 through areas W3, area W4, area W7, and area W11 into area W12. The Weeping Colossus might remain, or the closing of the portal might shatter the stone titan.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the room’s double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the room’s double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the room’s double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
boggy marsh. The garden has multiple levels. Map 2.12 uses elevation markers to indicate how high the levels are relative to the ground. Some keyed locations contain multiple levels; for example, area 4
the jungle: a hanging garden of exotic beauty. Water streams down the steps between two massive elephant carvings. Beyond them, a broad, flooded avenue runs arrow-straight for more than a hundred feet
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
text to begin the answering ceremony: The curtains at the far end of the room part, and a red-robed human man enters the hall. He has broad, hunched shoulders, and his forearms are covered with starry
planets relative to the lattice, the sages can precisely record the movements of the heavens. The statues are two gargoyles. They’re trained to attack any visitors unaccompanied by a tower sage or tower
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
text to begin the answering ceremony: The curtains at the far end of the room part, and a red-robed human man enters the hall. He has broad, hunched shoulders, and his forearms are covered with starry
planets relative to the lattice, the sages can precisely record the movements of the heavens. The statues are two gargoyles. They’re trained to attack any visitors unaccompanied by a tower sage or tower
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
text to begin the answering ceremony: The curtains at the far end of the room part, and a red-robed human man enters the hall. He has broad, hunched shoulders, and his forearms are covered with starry
planets relative to the lattice, the sages can precisely record the movements of the heavens. The statues are two gargoyles. They’re trained to attack any visitors unaccompanied by a tower sage or tower
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
boggy marsh. The garden has multiple levels. Map 2.12 uses elevation markers to indicate how high the levels are relative to the ground. Some keyed locations contain multiple levels; for example, area 4
the jungle: a hanging garden of exotic beauty. Water streams down the steps between two massive elephant carvings. Beyond them, a broad, flooded avenue runs arrow-straight for more than a hundred feet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
boggy marsh. The garden has multiple levels. Map 2.12 uses elevation markers to indicate how high the levels are relative to the ground. Some keyed locations contain multiple levels; for example, area 4
the jungle: a hanging garden of exotic beauty. Water streams down the steps between two massive elephant carvings. Beyond them, a broad, flooded avenue runs arrow-straight for more than a hundred feet






