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Returning 35 results for 'buildings borders diffusing construct reasons'.
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Monsters
Quests from the Infinite Staircase
":"damage", "rollAction":"Fortified Pickaxe", "rollDamageType":"force"} force damage. If the target is a Construct or an object, the attack is automatically a critical hit.
Communal Spellcasting (2/Day
buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Traversing Lorwyn-Shadowmoor The borders of Lorwyn and Shadowmoor are mostly set. However, they can change for myriad unexpected reasons. Sometimes, boundary shifts are caused by notable births or
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Traversing Lorwyn-Shadowmoor The borders of Lorwyn and Shadowmoor are mostly set. However, they can change for myriad unexpected reasons. Sometimes, boundary shifts are caused by notable births or
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Traversing Lorwyn-Shadowmoor The borders of Lorwyn and Shadowmoor are mostly set. However, they can change for myriad unexpected reasons. Sometimes, boundary shifts are caused by notable births or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
Lonelywood Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
Lonelywood Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cerulean Citadel The Cerulean Citadel is the palace of the royal family. The jewel in Jadurai’s crown, it derives its name from the sky-blue sandstone used to construct its outer walls. The octagonal
, ponds, and gardens. Bas-reliefs adorn the buildings, depicting the history, heroes, and legends of the kingdom, some of which remain mysteries to the wisest scholars. The central domed court houses the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cerulean Citadel The Cerulean Citadel is the palace of the royal family. The jewel in Jadurai’s crown, it derives its name from the sky-blue sandstone used to construct its outer walls. The octagonal
, ponds, and gardens. Bas-reliefs adorn the buildings, depicting the history, heroes, and legends of the kingdom, some of which remain mysteries to the wisest scholars. The central domed court houses the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other
Lonelywood Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Cerulean Citadel The Cerulean Citadel is the palace of the royal family. The jewel in Jadurai’s crown, it derives its name from the sky-blue sandstone used to construct its outer walls. The octagonal
, ponds, and gardens. Bas-reliefs adorn the buildings, depicting the history, heroes, and legends of the kingdom, some of which remain mysteries to the wisest scholars. The central domed court houses the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
they dwell here in great numbers. Those traveling south to Baldur’s Gate or north out of the Fields of the Dead typically travel through the Trollclaws. The Trollclaw Ford, so named for obvious reasons
forts and similar buildings nearby. But those claimants have always fallen eventually to prolonged assaults by trolls. My advice is to avoid the region entirely, but if you can’t, keep a lit torch handy at all times.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey Curses Curses are common punishments among archfey and other powerful Fey creatures. An adventurer might be cursed for any number of reasons, a few of which are listed below: Offending a powerful
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
they dwell here in great numbers. Those traveling south to Baldur’s Gate or north out of the Fields of the Dead typically travel through the Trollclaws. The Trollclaw Ford, so named for obvious reasons
forts and similar buildings nearby. But those claimants have always fallen eventually to prolonged assaults by trolls. My advice is to avoid the region entirely, but if you can’t, keep a lit torch handy at all times.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
they dwell here in great numbers. Those traveling south to Baldur’s Gate or north out of the Fields of the Dead typically travel through the Trollclaws. The Trollclaw Ford, so named for obvious reasons
forts and similar buildings nearby. But those claimants have always fallen eventually to prolonged assaults by trolls. My advice is to avoid the region entirely, but if you can’t, keep a lit torch handy at all times.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey Curses Curses are common punishments among archfey and other powerful Fey creatures. An adventurer might be cursed for any number of reasons, a few of which are listed below: Offending a powerful
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey Curses Curses are common punishments among archfey and other powerful Fey creatures. An adventurer might be cursed for any number of reasons, a few of which are listed below: Offending a powerful
looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
seeking mastery over their own skills or a quiet place to study are welcomed here, no matter who they are or where they are from. A small congregation of rimekin created the settlement’s first buildings
about themselves. When it’s in Lorwyn, Boreal Ridge is known by the same name. Reasons to Visit Adventurers might visit Boreal Ridge for one of the following reasons: Creating a Masterpiece. An artisan at
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
seeking mastery over their own skills or a quiet place to study are welcomed here, no matter who they are or where they are from. A small congregation of rimekin created the settlement’s first buildings
about themselves. When it’s in Lorwyn, Boreal Ridge is known by the same name. Reasons to Visit Adventurers might visit Boreal Ridge for one of the following reasons: Creating a Masterpiece. An artisan at
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
seeking mastery over their own skills or a quiet place to study are welcomed here, no matter who they are or where they are from. A small congregation of rimekin created the settlement’s first buildings
about themselves. When it’s in Lorwyn, Boreal Ridge is known by the same name. Reasons to Visit Adventurers might visit Boreal Ridge for one of the following reasons: Creating a Masterpiece. An artisan at
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
artificers finish making the item. 2 Petition the ranking artificer for access to the workshop’s specialized library. 3 Use the workshop to create a crucial magic item. 4 Locate a stolen construct that has
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
artificers finish making the item. 2 Petition the ranking artificer for access to the workshop’s specialized library. 3 Use the workshop to create a crucial magic item. 4 Locate a stolen construct that has
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
artificers finish making the item. 2 Petition the ranking artificer for access to the workshop’s specialized library. 3 Use the workshop to create a crucial magic item. 4 Locate a stolen construct that has
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Walls alone holds more Cyran refugees than Karrnath has allowed across its borders. If you read the Sharn Inquisitive or the Korranberg Chronicle, you’ve heard the endless litany of how difficult life
survived the Mourning did so because they were beyond the borders of their nation. And why is that? Because they were soldiers.
The Sharn Inquisitive talks about starving children and ailing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Walls alone holds more Cyran refugees than Karrnath has allowed across its borders. If you read the Sharn Inquisitive or the Korranberg Chronicle, you’ve heard the endless litany of how difficult life
survived the Mourning did so because they were beyond the borders of their nation. And why is that? Because they were soldiers.
The Sharn Inquisitive talks about starving children and ailing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Walls alone holds more Cyran refugees than Karrnath has allowed across its borders. If you read the Sharn Inquisitive or the Korranberg Chronicle, you’ve heard the endless litany of how difficult life
survived the Mourning did so because they were beyond the borders of their nation. And why is that? Because they were soldiers.
The Sharn Inquisitive talks about starving children and ailing
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
Lights in the Fog
Baldur’s Gate has a couple interesting features not mentioned elsewhere in this gazetteer.
Fog. One of the reasons why pirates find Gray Harbor attractive is the thick fog that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
LIGHTS IN THE FOG
Baldur’s Gate has a couple interesting features not mentioned elsewhere in this gazetteer.
Fog. One of the reasons why pirates find Gray Harbor attractive is the thick fog that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
original relic of the city’s first borders — and, more importantly for daily life, the physical embodiment of the division between patriars and ordinary citizens — the Old Wall is a symbol for much
LIGHTS IN THE FOG
Baldur’s Gate has a couple interesting features not mentioned elsewhere in this gazetteer.
Fog. One of the reasons why pirates find Gray Harbor attractive is the thick fog that






