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Returning 35 results for 'buildings branch diffusing crossing rule'.
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Nobles of Borca From their decadent manors and lofty business offices, twelve prominent noble families rule over Borcan politics, industry, art, entertainment, religion, and every other aspect of
life in the domain. The following families are Borca’s most prominent, though dozens of lesser branch families orbit each: Boritsi. The Boritsi name is a mark of quality and innovation, appearing across
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Nobles of Borca From their decadent manors and lofty business offices, twelve prominent noble families rule over Borcan politics, industry, art, entertainment, religion, and every other aspect of
life in the domain. The following families are Borca’s most prominent, though dozens of lesser branch families orbit each: Boritsi. The Boritsi name is a mark of quality and innovation, appearing across
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Nobles of Borca From their decadent manors and lofty business offices, twelve prominent noble families rule over Borcan politics, industry, art, entertainment, religion, and every other aspect of
life in the domain. The following families are Borca’s most prominent, though dozens of lesser branch families orbit each: Boritsi. The Boritsi name is a mark of quality and innovation, appearing across
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Wyrm’s Crossing The characters must cross this landmark to reach the Coast Way, which heads south to Candlekeep. Read the following to describe the scene: Two great bridges meet at a tall, rocky
island that rises from the middle of the Chionthar River. Buildings and merchant stalls line the sides of both bridges, making it impossible to see the river from the narrow, congested roadway that cuts
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Wyrm’s Crossing The characters must cross this landmark to reach the Coast Way, which heads south to Candlekeep. Read the following to describe the scene: Two great bridges meet at a tall, rocky
island that rises from the middle of the Chionthar River. Buildings and merchant stalls line the sides of both bridges, making it impossible to see the river from the narrow, congested roadway that cuts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
wait on the riverbank at these desolate places for the River Guide to appear and grant them passage to the Underworld side. The ruined temple buildings are as enigmatic as their patron. No priests
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
wait on the riverbank at these desolate places for the River Guide to appear and grant them passage to the Underworld side. The ruined temple buildings are as enigmatic as their patron. No priests
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
wait on the riverbank at these desolate places for the River Guide to appear and grant them passage to the Underworld side. The ruined temple buildings are as enigmatic as their patron. No priests
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Wyrm’s Crossing The characters must cross this landmark to reach the Coast Way, which heads south to Candlekeep. Read the following to describe the scene: Two great bridges meet at a tall, rocky
island that rises from the middle of the Chionthar River. Buildings and merchant stalls line the sides of both bridges, making it impossible to see the river from the narrow, congested roadway that cuts
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
forever. After 50 feet, the creature passes an imperceptible threshold. Crossing that point causes the creature to leave the tunnel and appear in the tunnel’s corresponding unreality. The link is one-way
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
forever. After 50 feet, the creature passes an imperceptible threshold. Crossing that point causes the creature to leave the tunnel and appear in the tunnel’s corresponding unreality. The link is one-way
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
forever. After 50 feet, the creature passes an imperceptible threshold. Crossing that point causes the creature to leave the tunnel and appear in the tunnel’s corresponding unreality. The link is one-way
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. Longstanding and remarkable buildings of staggering scale, megastructures are often the headquarters of a faction and sites of untold adventures. The Mortuary is divided into a series of towers, each
shaped loosely like a massive stone tree or open-air monument. Low, gloomy domes spiked with bladed buttresses branch from the towers, belching ash, crematorium smoke, and incense day and night
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. Longstanding and remarkable buildings of staggering scale, megastructures are often the headquarters of a faction and sites of untold adventures. The Mortuary is divided into a series of towers, each
shaped loosely like a massive stone tree or open-air monument. Low, gloomy domes spiked with bladed buttresses branch from the towers, belching ash, crematorium smoke, and incense day and night
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. Longstanding and remarkable buildings of staggering scale, megastructures are often the headquarters of a faction and sites of untold adventures. The Mortuary is divided into a series of towers, each
shaped loosely like a massive stone tree or open-air monument. Low, gloomy domes spiked with bladed buttresses branch from the towers, belching ash, crematorium smoke, and incense day and night
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
who was standing atop one of the stones is dumped into the water. Predators Below. Two merrow lurk in the water east of the crossing. They dislike the taste of bullywugs and ignore them, but they
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
who was standing atop one of the stones is dumped into the water. Predators Below. Two merrow lurk in the water east of the crossing. They dislike the taste of bullywugs and ignore them, but they
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
who was standing atop one of the stones is dumped into the water. Predators Below. Two merrow lurk in the water east of the crossing. They dislike the taste of bullywugs and ignore them, but they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Griffon Cavalry Rider
Medium humanoid (any race), any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
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
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Griffon Cavalry Rider
Medium humanoid (any race), any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Griffon Cavalry Rider
Medium humanoid (any race), any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
blood-red marsh. Formed from hardened molten rock, the pillars alternate in spewing blazing streams of pyrophoric gas, providing light and heat to the town. Clustered buildings retreat from the
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
blood-red marsh. Formed from hardened molten rock, the pillars alternate in spewing blazing streams of pyrophoric gas, providing light and heat to the town. Clustered buildings retreat from the
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
blood-red marsh. Formed from hardened molten rock, the pillars alternate in spewing blazing streams of pyrophoric gas, providing light and heat to the town. Clustered buildings retreat from the
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to
attuned to every bough of each tree and each branch of every stream in the forests of the Feywild. If Oberon has a weakness, it is the wild nature of his heart. His mood swings like a weather vane in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to
attuned to every bough of each tree and each branch of every stream in the forests of the Feywild. If Oberon has a weakness, it is the wild nature of his heart. His mood swings like a weather vane in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to
attuned to every bough of each tree and each branch of every stream in the forests of the Feywild. If Oberon has a weakness, it is the wild nature of his heart. His mood swings like a weather vane in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
brutal state in which only the strong survive and the strongest rule. In a world covered with city streets and towering buildings, the Gruul are the most out of place, the most ill at ease, and the most
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
these creatures along the shoals of faraway islands. Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings
and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to






