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Returning 35 results for 'burden because driven continued refuge'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it
remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents
Monsters
Mordenkainen's Fiendish Folio Volume 1
material is coughed up.
Reluctant Predators. Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever
, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command.
Backgrounds
Van Richten’s Guide to Ravenloft
the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would
escaped, but you’ve continued to uncover magical hoaxes.
5
You were wrongfully accused and convicted of a crime. You managed to escape and seek to help others avoid the experience you
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
, seeing them as accidents. Many feel nothing for their genasi children at all.
Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur of Attention After being driven from his home in Neverwinter Wood by marauding orcs, Xanth the centaur has taken refuge in the hills around the barrow. When he spots the characters, Xanth
Dragon Barrow and would like to see the evil half-orc spellcasters of Neverwinter Wood driven off or killed. He offers to guide characters to the Circle of Thunder if they wish to take on the half-orcs
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur of Attention After being driven from his home in Neverwinter Wood by marauding orcs, Xanth the centaur has taken refuge in the hills around the barrow. When he spots the characters, Xanth
Dragon Barrow and would like to see the evil half-orc spellcasters of Neverwinter Wood driven off or killed. He offers to guide characters to the Circle of Thunder if they wish to take on the half-orcs
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur of Attention After being driven from his home in Neverwinter Wood by marauding orcs, Xanth the centaur has taken refuge in the hills around the barrow. When he spots the characters, Xanth
Dragon Barrow and would like to see the evil half-orc spellcasters of Neverwinter Wood driven off or killed. He offers to guide characters to the Circle of Thunder if they wish to take on the half-orcs
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic
, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic
, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic
, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. The character
accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can’t take actions or reactions
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. A character who
understands the world more accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can’t take
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
since, as other towns have settled into a predictable pattern of existence, Easthaven has continued to grow and reinvent itself. After the Eastway was paved, Easthaven evolved into a frontier traders
and were driven out. To this day, Easthaven honors its shady founders by declaring pickpocketing legal within the town limits—which explains the “Watch thy pouch!” signs posted in various local
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
since, as other towns have settled into a predictable pattern of existence, Easthaven has continued to grow and reinvent itself. After the Eastway was paved, Easthaven evolved into a frontier traders
and were driven out. To this day, Easthaven honors its shady founders by declaring pickpocketing legal within the town limits—which explains the “Watch thy pouch!” signs posted in various local
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. A character who
understands the world more accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can’t take
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. The character
accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can’t take actions or reactions
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. A character who
understands the world more accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can’t take
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. The character
accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can’t take actions or reactions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
since, as other towns have settled into a predictable pattern of existence, Easthaven has continued to grow and reinvent itself. After the Eastway was paved, Easthaven evolved into a frontier traders
and were driven out. To this day, Easthaven honors its shady founders by declaring pickpocketing legal within the town limits—which explains the “Watch thy pouch!” signs posted in various local
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
discovering they were both intended for execution and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to take refuge on a broken-down
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
discovering they were both intended for execution and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to take refuge on a broken-down
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
discovering they were both intended for execution and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to take refuge on a broken-down
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
torch. The town’s residents tried to take refuge in the castle, but the Dinevs, alarmed by the size of the orc horde, barred the gates and refused to open them. The orcs fell upon the stranded people
years, until they were driven out by a small army of human settlers from other parts of the dale who banded together. The victors claimed the castle and its lands, and those with families brought them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Deeper Mines Driven out of the Underdark by rampaging demons, two fomorians have taken refuge in this depleted mithral mine. The duergar are spying on the fomorians to determine whether they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
torch. The town’s residents tried to take refuge in the castle, but the Dinevs, alarmed by the size of the orc horde, barred the gates and refused to open them. The orcs fell upon the stranded people
years, until they were driven out by a small army of human settlers from other parts of the dale who banded together. The victors claimed the castle and its lands, and those with families brought them
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Deeper Mines Driven out of the Underdark by rampaging demons, two fomorians have taken refuge in this depleted mithral mine. The duergar are spying on the fomorians to determine whether they
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
torch. The town’s residents tried to take refuge in the castle, but the Dinevs, alarmed by the size of the orc horde, barred the gates and refused to open them. The orcs fell upon the stranded people
years, until they were driven out by a small army of human settlers from other parts of the dale who banded together. The victors claimed the castle and its lands, and those with families brought them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Deeper Mines Driven out of the Underdark by rampaging demons, two fomorians have taken refuge in this depleted mithral mine. The duergar are spying on the fomorians to determine whether they
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death
plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command. khargra
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