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Returning 35 results for 'build blades diffusing complex regions'.
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Monsters
Vecna: Eve of Ruin
"} piercing damage and have the prone condition. A creature makes this saving throw only once per turn.Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of
Blades’ legions.
Blades of Eberron
In the aftermath of Eberron’s Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord
Monsters
Eberron: Rising from the Last War
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free
soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Monsters
Storm King's Thunder
valley is warm throughout of the year — an oasis in the cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the vale&rsquo
heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing, and enhancing the beauty of their lairs.
Crystal dragons&rsquo
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
Druid
Legacy
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Classes
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
QUICK BUILD
You can make a druid quickly by following these suggestions
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
smith’s mark, and tells them that it was discovered near a rocky hill called the Stone Tooth. Baron Althon provides directions and promises to reward the characters richly for each of Durgeddin’s blades
they recover. He will pay the characters 20 gp each just for bringing back information about the dwarven complex, and an additional 100 gp if they provide detailed maps.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of
The Lord of Blades The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
Kobold
Legacy
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Species
Volo's Guide to Monsters
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Scout Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blade Scout Medium Construct (Warforged), Typically Lawful Evil
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: The DM describes the environment. The players describe
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Artificer
Legacy
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Classes
Tasha’s Cauldron of Everything
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells
look at the Artificer table to see which features you get at each level. The descriptions of those features appear in the “Artificer Features” section.
QUICK BUILD
You can make an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Heads of State The head of almost any nation described in chapter 2 could be your patron. For some nations and regions, it’s impossible to speak of a “head of state,” but you might enjoy the
trade pacts with the nations of Khorvaire. 2–3 As agents of Queen Aurala, help her build Aundair’s strength in preparation for the next war, without alerting other nations to her ambitions. 4–5 Assist the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
area, the Sumber Hills, has become the stronghold where the elemental cults build their bases of power. Chapter 3 begins the adventure in earnest. In this chapter, the characters learn that trouble
, the characters discover that the four cults occupy a sprawling dungeon complex beneath the Sumber Hills. The temples serve as the base for the cultists’ insidious attacks against the Dessarin Valley
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
18d10 24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something
Monsters
Fizban's Treasury of Dragons
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
.
Topaz Dragon Lair Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an
opportunity to make the characters’ situation more complex and urgent, with more significant consequences. Successive encounters raise the tension in an adventure naturally, as characters spend their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
there is a complex relationship between family, clan, and the larger society.
Some of the dwarf clans in the North are Arnskull, Battlehammer, Blackbanner, Blackhammer, Bucklebar, Darkfell, Deepaxe
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
budget of 50 × 4, for a total of 200 XP. With that, you could build any of the following encounters: 1 Bugbear Warrior (200 XP) 2 Giant Wasps (100 XP each), for 200 XP total 6 Twig Blights (25 XP each
), for 150 XP total Example 2. A moderate-difficulty encounter for five level 3 characters has an XP budget of 225 × 5, for a total of 1,125 XP. With that, you could build either of these encounters: 2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
course, non-Acquisitions Incorporated rival organizations might be present. You are expected to drive them out of business. (Or give them untimely deaths. You do you.) A franchise can build or operate
federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a matter of fighting over territory, since both dwarves and giants often prefer to live in mountainous regions. But the myths told by both giants and dwarves on some worlds describe the conflict
animosity between elves and giants. Perhaps in your world, elves and giants have coexisted peacefully in separate regions of the world. Or maybe they warred fiercely: an elven thrower (a spear that is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spider, to be fashioned into wings Enough wood to build a chariot (a large raft or a zurkhwood mushroom would suffice) A weapon worthy of a kuo-toa god If the characters refuse to help, the
bare-chested male sea elf. Its hands have been replaced with troglodyte claws, and additional limbs have been added in the form of a bugbear’s severed arms. A pair of rusty shortsword blades thrust
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the duergar have a culture as rich and complex as any other, and nowhere is this so evident as in Gracklstugh. Work never stops in the City of Blades, and the gray dwarves take pride in efficiency
Life in the City of Blades The duergar are called gray dwarves not only because of the color of their skin, but also because of their drab and joyless lifestyle. While they make no time for merriment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
scents; the moonlight painted the flowers in iridescent blue, silver, and violet; and the rushing of the river became a complex symphony.
— James Wyatt, Oath of Vigilance
The Feywild, also called
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, an annis hag is as tall as an ogre. Her skin is bruise-blue or black and her claws are like rusty blades. Annis hags love tormenting the weak and fearful, and seeing others feel fear. Statistics for
, and most are stout or have a medium build rather than being thin or emaciated. Night hags enjoy corrupting the dreams of good people, compromising the ideals of their victims to get them to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Temple of Mystery (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
temple and contend with a complex trap that, over time, has developed consciousness.
8 Lead dangerous individuals into the temple and ensure they never leave.
9 Question the priest to find
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
himself in the third person (“Who dares defy Klarg?” or “Klarg will build a throne from your bones, puny ones!”). The goblins under his command resent his bullying. Fire Pit. The hot coals in the
climb the chimney from area 3, since Klarg does not expect an attack from that direction. If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
has complex feelings about this, seeing Adirohit as a tie to her ancient people and one who could restore a measure of what was lost, but also a tempestuous being who destroyed her ancestors. She will
river and that soon enough humans will build a new, greater city on its banks. He invites the characters to rest here under his protection and tell him how the world has changed. Amanisha has no
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this. Their preference for lair sites
Features The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the cliffs, 50 feet above the






