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Returning 35 results for 'button barren diffusing change revere'.
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Monsters
Fizban's Treasury of Dragons
providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds.
These creatures are most often found in abandoned dragon
their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form
North. The Lords’ Alliance represents one of the greatest threats to dragons in Faerûn, so Iymrith is keen to bring about its end.Blue dragons make their lairs in barren places, using
Monsters
Eberron: Rising from the Last War
"} to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Spawned Ranged Weapon","rollDamageType":"force"} force damage.
Change Shape. Rak
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
fear or revere the Dark Six. The principles of the faith are the same: just like the Sovereigns, the Six are with us at all times. They shape the world and speak to those who will listen. In general, the
Sovereigns represent values tied to civilization: Law, community, trade, industry, agriculture, honor in war. The Dark Six embody dangerous concepts: Death, chaos and change, the destructive powers
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
fear or revere the Dark Six. The principles of the faith are the same: just like the Sovereigns, the Six are with us at all times. They shape the world and speak to those who will listen. In general, the
Sovereigns represent values tied to civilization: Law, community, trade, industry, agriculture, honor in war. The Dark Six embody dangerous concepts: Death, chaos and change, the destructive powers
Backgrounds
Sword Coast Adventurer's Guide
of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods of
try to help those in need, no matter what the personal cost. (Good)
3
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
fear or revere the Dark Six. The principles of the faith are the same: just like the Sovereigns, the Six are with us at all times. They shape the world and speak to those who will listen. In general, the
Sovereigns represent values tied to civilization: Law, community, trade, industry, agriculture, honor in war. The Dark Six embody dangerous concepts: Death, chaos and change, the destructive powers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
with an arrow pointing up. Pressing it opens the crystal door, which retracts into the ceiling. This button is locked and cannot be pressed if the door is already up. The bottom button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
with an arrow pointing up. Pressing it opens the crystal door, which retracts into the ceiling. This button is locked and cannot be pressed if the door is already up. The bottom button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
with an arrow pointing up. Pressing it opens the crystal door, which retracts into the ceiling. This button is locked and cannot be pressed if the door is already up. The bottom button is engraved
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reach are covered with snow and ice. Sirocco Straits The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
of rock. Plane of Air Adventures The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reach are covered with snow and ice. Sirocco Straits The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
of rock. Plane of Air Adventures The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reach are covered with snow and ice. Sirocco Straits The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
of rock. Plane of Air Adventures The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rumors of a vast forest describe the land beyond. To the north, the coastal lands become a barren region of badlands crossed by a labyrinth of arid canyons, with minotaur lands beyond. The minotaurs
are home to the Returned—zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. The lands around these cities are bleak and barren, as if the Returned
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants’ Nedeheim, clung to life in deep caverns and hidden valleys. In the millennia that followed, even these places fell, and what remained of Ostorian territory became barren, shrouded in ice as thick
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants’ Nedeheim, clung to life in deep caverns and hidden valleys. In the millennia that followed, even these places fell, and what remained of Ostorian territory became barren, shrouded in ice as thick
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rumors of a vast forest describe the land beyond. To the north, the coastal lands become a barren region of badlands crossed by a labyrinth of arid canyons, with minotaur lands beyond. The minotaurs
are home to the Returned—zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. The lands around these cities are bleak and barren, as if the Returned
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rumors of a vast forest describe the land beyond. To the north, the coastal lands become a barren region of badlands crossed by a labyrinth of arid canyons, with minotaur lands beyond. The minotaurs
are home to the Returned—zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. The lands around these cities are bleak and barren, as if the Returned
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Straits. Hot, dry winds scour the earth motes in this area to dry and barren chunks of rock. Gargoyles and their allies from the Plane of Earth gather here to launch raids into the realm of Aaqa
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Straits. Hot, dry winds scour the earth motes in this area to dry and barren chunks of rock. Gargoyles and their allies from the Plane of Earth gather here to launch raids into the realm of Aaqa
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Straits. Hot, dry winds scour the earth motes in this area to dry and barren chunks of rock. Gargoyles and their allies from the Plane of Earth gather here to launch raids into the realm of Aaqa
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants’ Nedeheim, clung to life in deep caverns and hidden valleys. In the millennia that followed, even these places fell, and what remained of Ostorian territory became barren, shrouded in ice as thick
rulers of the world. Giants, therefore, don’t pray to Annam, who refuses to hear them. Instead, they revere his divine children, as well as a host of other hero-deities and godly villains that are minor
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
The Dark Six and the Sovereign Host are opposite sides of the same coin. If you believe in one, you acknowledge the existence of the other. The only question is whether you fear the Six or revere them
. The Traveler asserts that chaos drives evolution and that change makes us stronger. The Traveler is a trickster and the giver of dangerous gifts. Some artificers worship the Traveler, seeing it as the lord of innovation, but the gifts of the Traveler always have unexpected consequences.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
will be transformed into light. And two related nations of elves revere their ancestral spirits: the Undying Court, preserved as spirits or even undead forms, and the glorified Spirits of the Past, the
change CN Knowledge, Trickery Four crossed, rune-inscribed bones Other Faiths of Eberron
Alignment
Suggested Domains
Symbol
The Silver Flame, deity of protection and good LG Life, Light, War
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
The Dark Six and the Sovereign Host are opposite sides of the same coin. If you believe in one, you acknowledge the existence of the other. The only question is whether you fear the Six or revere them
. The Traveler asserts that chaos drives evolution and that change makes us stronger. The Traveler is a trickster and the giver of dangerous gifts. Some artificers worship the Traveler, seeing it as the lord of innovation, but the gifts of the Traveler always have unexpected consequences.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
The Dark Six and the Sovereign Host are opposite sides of the same coin. If you believe in one, you acknowledge the existence of the other. The only question is whether you fear the Six or revere them
. The Traveler asserts that chaos drives evolution and that change makes us stronger. The Traveler is a trickster and the giver of dangerous gifts. Some artificers worship the Traveler, seeing it as the lord of innovation, but the gifts of the Traveler always have unexpected consequences.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
will be transformed into light. And two related nations of elves revere their ancestral spirits: the Undying Court, preserved as spirits or even undead forms, and the glorified Spirits of the Past, the
change CN Knowledge, Trickery Four crossed, rune-inscribed bones Other Faiths of Eberron
Alignment
Suggested Domains
Symbol
The Silver Flame, deity of protection and good LG Life, Light, War
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
will be transformed into light. And two related nations of elves revere their ancestral spirits: the Undying Court, preserved as spirits or even undead forms, and the glorified Spirits of the Past, the
change CN Knowledge, Trickery Four crossed, rune-inscribed bones Other Faiths of Eberron
Alignment
Suggested Domains
Symbol
The Silver Flame, deity of protection and good LG Life, Light, War
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam and the Ordning Most giants revere a pantheon of gods comprising Annam and his divine children—a pantheon they call “the Ordning” because it is the archetype of the ordning that structures
brothers. In addition to hill giants, some frost giants admire Grolantor’s physical might, and many ogres and ettins revere him as well. Grolantor exemplifies the principle that the strong should take
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam and the Ordning Most giants revere a pantheon of gods comprising Annam and his divine children—a pantheon they call “the Ordning” because it is the archetype of the ordning that structures
brothers. In addition to hill giants, some frost giants admire Grolantor’s physical might, and many ogres and ettins revere him as well. Grolantor exemplifies the principle that the strong should take
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
. Regardless of its form, the gate isn’t hard to identify; chaos swells around the portal—the eye of a maelstrom of change. CoupleOfKooks “Chaos, much like order, begins in the mind. Refuse its entry into
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
. Regardless of its form, the gate isn’t hard to identify; chaos swells around the portal—the eye of a maelstrom of change. CoupleOfKooks “Chaos, much like order, begins in the mind. Refuse its entry into
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
. Regardless of its form, the gate isn’t hard to identify; chaos swells around the portal—the eye of a maelstrom of change. CoupleOfKooks “Chaos, much like order, begins in the mind. Refuse its entry into
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam and the Ordning Most giants revere a pantheon of gods comprising Annam and his divine children—a pantheon they call “the Ordning” because it is the archetype of the ordning that structures
brothers. In addition to hill giants, some frost giants admire Grolantor’s physical might, and many ogres and ettins revere him as well. Grolantor exemplifies the principle that the strong should take
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell cast on it. A button carved in the shape of a twinkling star is hidden in a nearby wall fresco; a character who searches the wall spots it with a successful DC 17 Wisdom (Perception) check. When the
star-shaped button is pushed, the door swings inward. The door can also be opened with a knock spell or forced open with a successful DC 25 Strength (Athletics) check. 6f. Wyllow’s Staff of Flowers






